For the D20 Edition (OGL) of Galatea, the following classes are available.
WARRIORS
Barbarian (Conan RPG): The Standard, book styled Barbarian. The Barbarians of Galatea mostly come from the Nomad Lands, Amazonias, Long Island, and Northumberland.
Fighter: Standard weapon arts stylist. The fighter will have access to many Arts of Mars to give the class more variety.
Hunter (WoW RPG): Hunters help their nation at large.
Noble (Courtier from Rokugan): The noble is found throughout the Caithness Isles, including the Republic of Devonshire.
Paladin: The Knights of the Light, the Knights of the Red Hand, the Knights of the Blood, and the Knights of Christ, and the Knights of the One.
Ranger: Keeps wilds safe.
PRIEST
Cleric: Clerics act as intermediaries between the people and their deities.
Druid: Druids act as intermediaries between the people and nature.
Shaman (WoW RPG): Shamans are spiritual leaders for their tribe, acting as intermediaries between the people and the spirits.
WIZARD
Mage (WoW): Manipulates the Orgone Energy into spells of evocation and invocation, mostly.
Inscriber (WoW): Manipulates the Orgone Energy into runes from the Ancient language.
Necromancer (WoW): Manipulates the Orgone Energy in terms of life and death, mostly death. (NPC prefered)
Warlock (WoW): Studies magic in conjuring and manipulating demons and destruction.
Runemaster (WoW): A non-spell thrower type of wizard that uses runes increase their abilities.
THIEF
Rogue (WoW): Criminals or Agents, its expected that player Rogues will be agents: part of the Shattered Hand, or Department 7, or MI:7.
Scout (WoW): They scout out various positions of the enemy or the wilderness.
OTHER
Engineer (WoW): Makes machines with the Lost Tech of the Earthlings or the Ancients. :)
Showing posts with label d20 System. Show all posts
Showing posts with label d20 System. Show all posts
Sunday, March 7, 2010
Sunday, December 13, 2009
WoW Spells Dynamized, pt. 1
No pictures tonight. Just some spells from More Magic and Mayhem converted for use with the Dynamic Spellcasting system presented in Advanced d20 Magic.
Abolish Disease
Conjuration (Healing)
Cleric Spell
Casting DC: 42
# of Slots: 2
Range: Touch
Target: Creature Touched
Duration: 1 day
Saving Throw: Fortitude Negates
Spell Resistance: Yes (Harmless)
Abolish Disease removes diseases normally affected by the remove disease spell. Also, abolish disease protects the target against further infection for twenty-four hours, granting the character or creature immunity to disease for the day. The subject of this spell feels calm and wellness in his being when the spell is cast.
Invulnerable Shield of the Templar
Abjuration
Templar Spell
Casting DC: 39
Number of Slots: 2
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: none
The templar transforms a tiny shield into a large shield made of steel. The shield floats near you and protects you from harm. The hanging shield grants you a +9 bonus to AC. Also, the shield grants you spell resistance 10 + caster level. The shield is impervious to damage of all kinds. When the spell expires, the shield returns to its normal size and falls to the ground.
Intensify Magic
Abjuration
~ Wizard spell ~
Casting DC: 34
# of Spell Slots: 2
Range: Touch
Target: Creature Touched
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: yes
This spell intensifies the effect of any damaging or healing spells on the target. So, if a spell that harms or heals is cast on a subject, the amount of damage it inflicts or repairs increases by +1 point per caster level (maximum 15 points).
Mage's Detonation (pg. 68)
Evocation (Force)
~ wizard spell ~
Casting DC: 38
# of Slots: 2
Range: 20 ft.
Area: All creatures within a 40 ft. diameter burst centered on you
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
A wizard causes a burst of energy that explodes outward around him. This detonation of energy deals 1d6+1 points of force damage per level (maximum 15d6+15). All creatures in the area are affected except yourself.
Aquatic Form (pg. 69)
Transmutation
~ Druid Spell ~
Casting DC: 25
# of Slots: 1
Range: Personal
Target: You
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You transform into an aquatic mammal such as a dolphin, porpoise, or seal. This form grants you extraordinary movement speed under the water but rendering you incapable of attacking. You gain a swim speed that is equal to double your base movement. While in this form, however, you cannot cast offensive spells without the Natural Spell feat.
(Aspect of the Grove is too WoW Specific for any adaptation, see page 69 of More Magic and Mayhem)
Aspect of the Grove
Transmutation
~ Druid Spell ~
Casting DC: 47
# of Slots: 3
Range: Personal
Target: You
Duration: 1 round/level
Visage of the Lich
Necromancy
~ Necromancer Spell ~
Casting DC: 54
# of Slots: 4
Range: Personal
Target: You
Duration: 1 round/level
This spell allows you to take on the terrifying appearance of a lich, and many of their abilities. The spell makes your skin and bones harden and grow pale. This grants you a +8 natural armor bonus and DR 15/Bludgeoning and magic. In addition, you also gain +6 bonus to Intelligence, Wisdom, and Charisma. you also gain a touch attack that deals 1d8 points of cold damage per 2 levels (maximum 15d8). This also paralyzes the target. And at last, creatures and characters of 5 HD or fewer who gaze upon you must make a will save (DC equal to the spell's DC) or be panicked for 1 round per caster level. Creatures who make their save against this fear affect see past your spell.
Ring of Fire
Evocation (Force Fire)
~Wizard Spell ~
Casting DC: 42
# of Slots: 2
Range: 30 ft.
Area: all creatures within a 30 ft. radius burst centered on you (60 ft. diameter)
Duration: Instant
Saving throw: Reflex half
Spell Resistance: Yes
This spell calls into existence a ring of fire that quickly spreads from you to push back all nearby enemies and objects. The spell deals 1d8 points of fire damage per caster level (maximum 20d8) to all enemies within the area of effect. Creatures who fail their reflex saves are knocked prone and continue to burn, taking 3d6 points of fire damage for 2 additional rounds. Unattended objects also take damage and are knocked back 30 ft.
Sovereign's Blessing
Transmutation [Blessing]
~Paladin Spell~
Casting DC: 34
# of Slots: 2
Range: Close
Target: 1 creature
Duration: 5 minutes
Saving throw: Will negates (harmless)
Spell Resistance: Yes
This spell will imbue your target with holy power, granting him a sacred bonus to all ability scores equal to +1 per 4 caster levels (maximum +4). The blessing gives a feeling of confidence to the target.
~ next: the spells from pages 70-75!
All spells' game statistics are under the Open Game License.
Section 15:
Abolish Disease
Conjuration (Healing)
Cleric Spell
Casting DC: 42
# of Slots: 2
Range: Touch
Target: Creature Touched
Duration: 1 day
Saving Throw: Fortitude Negates
Spell Resistance: Yes (Harmless)
Abolish Disease removes diseases normally affected by the remove disease spell. Also, abolish disease protects the target against further infection for twenty-four hours, granting the character or creature immunity to disease for the day. The subject of this spell feels calm and wellness in his being when the spell is cast.
Invulnerable Shield of the Templar
Abjuration
Templar Spell
Casting DC: 39
Number of Slots: 2
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: none
The templar transforms a tiny shield into a large shield made of steel. The shield floats near you and protects you from harm. The hanging shield grants you a +9 bonus to AC. Also, the shield grants you spell resistance 10 + caster level. The shield is impervious to damage of all kinds. When the spell expires, the shield returns to its normal size and falls to the ground.
Intensify Magic
Abjuration
~ Wizard spell ~
Casting DC: 34
# of Spell Slots: 2
Range: Touch
Target: Creature Touched
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: yes
This spell intensifies the effect of any damaging or healing spells on the target. So, if a spell that harms or heals is cast on a subject, the amount of damage it inflicts or repairs increases by +1 point per caster level (maximum 15 points).
Mage's Detonation (pg. 68)
Evocation (Force)
~ wizard spell ~
Casting DC: 38
# of Slots: 2
Range: 20 ft.
Area: All creatures within a 40 ft. diameter burst centered on you
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
A wizard causes a burst of energy that explodes outward around him. This detonation of energy deals 1d6+1 points of force damage per level (maximum 15d6+15). All creatures in the area are affected except yourself.
Aquatic Form (pg. 69)
Transmutation
~ Druid Spell ~
Casting DC: 25
# of Slots: 1
Range: Personal
Target: You
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You transform into an aquatic mammal such as a dolphin, porpoise, or seal. This form grants you extraordinary movement speed under the water but rendering you incapable of attacking. You gain a swim speed that is equal to double your base movement. While in this form, however, you cannot cast offensive spells without the Natural Spell feat.
(Aspect of the Grove is too WoW Specific for any adaptation, see page 69 of More Magic and Mayhem)
Aspect of the Grove
Transmutation
~ Druid Spell ~
Casting DC: 47
# of Slots: 3
Range: Personal
Target: You
Duration: 1 round/level
Visage of the Lich
Necromancy
~ Necromancer Spell ~
Casting DC: 54
# of Slots: 4
Range: Personal
Target: You
Duration: 1 round/level
This spell allows you to take on the terrifying appearance of a lich, and many of their abilities. The spell makes your skin and bones harden and grow pale. This grants you a +8 natural armor bonus and DR 15/Bludgeoning and magic. In addition, you also gain +6 bonus to Intelligence, Wisdom, and Charisma. you also gain a touch attack that deals 1d8 points of cold damage per 2 levels (maximum 15d8). This also paralyzes the target. And at last, creatures and characters of 5 HD or fewer who gaze upon you must make a will save (DC equal to the spell's DC) or be panicked for 1 round per caster level. Creatures who make their save against this fear affect see past your spell.
Ring of Fire
Evocation (Force Fire)
~Wizard Spell ~
Casting DC: 42
# of Slots: 2
Range: 30 ft.
Area: all creatures within a 30 ft. radius burst centered on you (60 ft. diameter)
Duration: Instant
Saving throw: Reflex half
Spell Resistance: Yes
This spell calls into existence a ring of fire that quickly spreads from you to push back all nearby enemies and objects. The spell deals 1d8 points of fire damage per caster level (maximum 20d8) to all enemies within the area of effect. Creatures who fail their reflex saves are knocked prone and continue to burn, taking 3d6 points of fire damage for 2 additional rounds. Unattended objects also take damage and are knocked back 30 ft.
Sovereign's Blessing
Transmutation [Blessing]
~Paladin Spell~
Casting DC: 34
# of Slots: 2
Range: Close
Target: 1 creature
Duration: 5 minutes
Saving throw: Will negates (harmless)
Spell Resistance: Yes
This spell will imbue your target with holy power, granting him a sacred bonus to all ability scores equal to +1 per 4 caster levels (maximum +4). The blessing gives a feeling of confidence to the target.
~ next: the spells from pages 70-75!
All spells' game statistics are under the Open Game License.
Section 15:
COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Warcraft: The Roleplaying Game Copyright 2003, Blizzard Entertainment
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment
d20 Advanced Magic Copyright 2005, Guardians of Order, Inc.; Authors David and Michelle Lyons.
Monday, November 30, 2009
Introduction to the Known Lands
Yes, for a long time, on this blog, I have been writing down my ideas about the Known Lands. The ideas are disapparent, not very organized, and something of a person with a active Right Brain would write down.
The world you are entering is will appear very familiar and strange at the same time. The Known Lands, on an Earth, is a world much like our own. Its sun and solitary moon are much the same, except the moon has a slight blue cast. The stars, however, are different. Different constellations hang in the sky. The flora and fauna are identical to our Earth's, since this Earth is also an index of DNA. The human cultures have analogs to our historical cultures in the Middle Ages. But, this Earth is different.
It is a magical planet. The wilds of this Earth are prowled not only by lions, tigers and bears. The wilds also harbor griffons, dragons, unicorns, and other magic beasts. Evil spirits rise from their tombs to stalk the night. And humans, the most common race, share the planet with elves, orcs, dwarves, goblins, and numerous others. In some areas, its peaceful. In others, its in conflict and turmoil. This Earth's history was home to the Ancients, humans from another Galaxy who settled this galaxy in order to spread human life. The Ancients created the other races -- mostly elves, orcs, and halflings; through genetic manipulation of their own species to populate certain planets. However, two interstellar wars -- one against a race of cephalopodic humanoids, another against the goblins. It is these two wars that brought the Orcs, Elves, Halflings and all the others to this Earth to find solace.
This Earth is a place where our Earthly fantasies are a reality. To one who is jaded and unimpressed with our world, this Earth has wonders and exotic cultures. It's deserts are just a little hotter, its winters are colder, and its forests more expansive. Wizards and warlocks weave arcane magic, and brave warriors battle creatures of legend. On this Earth, you will find adventure, romance, intrigue, and mystery. Those who yearn to perform great deeds may do so -- if they have the courage.
The Caithness Archipelago
The Game is set on the Continent of Hyperia, with the Continents of Shaleesa to the south and Ashera to the East. Hyperia is like Ancient Europe: forested with mountains and few plains. Ashera is a lot like Asia, and Shaleesa is a continent of deserts and jungle, like Africa. The center of the game takes place in the Caithness Isles or Archipelago. This area is a little larger than the British Isles, plus they are peopled with a familiar culture -- English Culture in the 11th and 12th Centuries A.D. but with some changes.
Caithness itself is the nation forged by Christians, Sacred Lighters, and Pagan humans. To the East is Tir'Tangier, twenty miles off the coast to the west is the sacred isle of Anglesey -- which has been conquered by the violent, and determined Massalian Elves. Fifteen nautical miles to the west is the Island of Killyronde, which is the new home of the orcs and several monstrous races. Caithness shares its land with Scotland and Pictland to the North. And on the Eastern island of Angland some ten miles from the South Eastern shore of Caithness is an island of people in a land that is dominated by the dead.
Fifty nautical miles to the east is the cape of Hyperia, where stands other Christian nations and nations of pagans and infidels -- and cultures of wonder and excitement. Of the three human kingdoms of Caithness: Caithness and Scotland are followers of the Sacred Light and Christian, while Pictland is pagan. Killyronde is Shamanistic, Tir'Tangier is pagan, and Angland is Atheistic. Massalia itself is monotheistic infidels. A final island kingdom, that seventeen miles to the northeast of Caithness, is the island of Kuragos, which is divided between dwarves and halflings. The land is pagan with Christian colonies. Finally, there is the isle of Skara Brae to the north, some six nautical miles beyond Pictland and Scotland. The isle is claimed by humans who claim to be Hindu as well as Pagan.
Religion
Like GURPS Fantasy or GURPS Banestorm the religions are presented here are real religions. Shamanism is a real spiritual path of Animism, and Christianity, Hinduism, and Pagan religions are real. There is one pagan religion that is not real in the same sense, this religion is the Worship of the Ancients. Also dominating the religious landscape of Caithness is an entirely atheistic religion -- the Path of the Sacred Light. It's home is in Angland, but the Anglish have spread it to Caithness and Scotland.
How Faith Works
Faith works in the Known Lands according to the Law of Cause and Effect, or in modern parlance: the Law of Attraction. But how a person's faith works is basically up to the GM's conscience, whim, or sense of drama. Although I suggest that the GM study the Law of Attraction and do his or her best to run faith according to the knowledge of that Law. The world works because there is but one God -- but many religions. Its up to you ultimately, GM, to run the world and to make faith work in the game according to your conscience.
Labels:
Classic Fantasy,
d20 System,
The Known Lands,
world building
Saturday, November 7, 2009
BOOK OF EROTIC FANTASY
Okay, I downloaded it and finally read it.
First thing: it's hilarious.
Second thing: it's useful and can be deadly serious. I will fully recommend this book for adults who can successfully treat sex as natural and can enjoy it in their games. There are some classes I'd definitely use (the Tantrist and Kundala for instance). Why? because they gain the best benefit from sex: using sex to reach enlightenment or to boost creativity. Sadly, there isn't a Tantric healer class (imagist?). And the spells are sometimes useful to kinky to perversion based spells.
The book talks about sex in a matter of fact way, and treats sex as a serious, good subject. All of the pictures in it can be construed as pornography, or just erotic art in a good way (a couple is photographed having sex, and its beautiful, as all sex is beautiful before the Universe!).
but frankly, you need to judge your players before you use the adventure ideas in it. Some are light hearted (The Town Mayor has openly declared that he's gay!) to humorous (an ogre has fallen in love with our lord's daughter!) to Strike-me-through-the-heart serious (a gay paladin asks the adventurers to help reinstate him to his church).
But the book is useful. How you use it depends on your players and yourself.
First thing: it's hilarious.
Second thing: it's useful and can be deadly serious. I will fully recommend this book for adults who can successfully treat sex as natural and can enjoy it in their games. There are some classes I'd definitely use (the Tantrist and Kundala for instance). Why? because they gain the best benefit from sex: using sex to reach enlightenment or to boost creativity. Sadly, there isn't a Tantric healer class (imagist?). And the spells are sometimes useful to kinky to perversion based spells.
The book talks about sex in a matter of fact way, and treats sex as a serious, good subject. All of the pictures in it can be construed as pornography, or just erotic art in a good way (a couple is photographed having sex, and its beautiful, as all sex is beautiful before the Universe!).
but frankly, you need to judge your players before you use the adventure ideas in it. Some are light hearted (The Town Mayor has openly declared that he's gay!) to humorous (an ogre has fallen in love with our lord's daughter!) to Strike-me-through-the-heart serious (a gay paladin asks the adventurers to help reinstate him to his church).
But the book is useful. How you use it depends on your players and yourself.
Saturday, August 22, 2009
NEW WoW RPG PC RACE
The Worgen
Since announcing that the new Alliance race is the Worgen, I thought I'd take a crack at converting the Worgen to d20. But someone else has already converted the Worgen to d20 as a Player Race. I've been beaten to the punch, so to speak.

The Worgen are the new Alliance Race, the inhabitants of Gilneas. As the Graymane Wall kept people out of Gilneas, the Worgen curse had ravaged the inhabitants of Gilneas transforming them all into the deadly Worgen. These werewolves of Azeroth are the humanoid combination of humans and dire wolves, looking much more beastial than human.
The Foresaken fear and revile the Worgen, and the Foresaken Queen Sylvanas Windrunner has marched an army upon the Gilneans and the Greymane tribe of Worgen. To help fight the Foresaken, the Stormwindans and the Darnassans come to their aid, but led by a secret Druid sect. The Druid sect bring Druidism to Gilneas, which a significant number of Worgen embrace. Now armed with the powers of Nature, the Worgen fight off the Foresaken and begin their new lives in the World of Warcraft!
Classes: True to their humanity, the Greymane Worgen can become arcanists, warriors, priests, and rogues. But the night elves teach the Greymane Worgen hunting and a new religion or path of spiritualism: Druidism. As druids, the Greymane Worgen can tap into their beastial natures. As hunters, their beastial natures can aid the Worgen in their relationship with animals. Especially wolves.

Appearance: Greymane Worgen are the combination of humans and dire wolves. They look mostly humanoid, except with claws on their hands, a wolf's hind legs, and a wolf's head. They are also furred and the average Greymane worgen stands about seven feet in height.
Region: Gilneas. The Greymane Worgen are confined to Gilneas until the Cataclysm brought about by Deathwing. Like Duskwood, the kingdom of Gilneas is plagued by darkness.
Affiliation: Alliance. The Night Elves had come to induct the Worgen into the Alliance. Greymane is their rightful ruler, as they are attacked by the vile Foresaken. The Worgen are now the Alliance's wild, bestial race.
Faith: The Light and the Wyld. Some, or most of the Gilneans still belong to the Church of the Light. The Church of the Light thrives among the Worgen as part of the human heritage. But their beastial natures and teachings of the Druids of Darnassus has coverted a significant number to Druidism. The Druidic Worgen embrace the Wyld and lead a good number of Gilneans to spiritual peace with Azeroth.
Names: the Greymane Worgen use human names or they may use Worgen names for their children. Worgen names include: Whitemane, Furyclaw, Scarpelt, and Greyhide.
Shapechanger Subtype: The Greymane Worgen are humanoids with the Shapechanger subtype.
- Strength +2, Intellect -2, Charisma -2. Worgen are mighty, but their bestial natures detracts from their reasoning and their social interaction.
- Medium: as medium creatures, the Worgen have no special bonuses or penalties due to their size.
- Worgen land base speed is 30 ft.
- Shifting (Su): A Greymane worgen has two forms: human and Worgen. The base form is Worgen. As a standard action, a Greymane Worgen may shift from human to worgen or from worgen to human. This can happen at anytime of the day, thanks to advanced Alchemy. The act of shifting from human to worgen transforms the human into a monster, and gives the Worgen the barbarian rage.
- Access to Shifter feats: A worgen may gain access to the Shifter feats presented in Races of Eberron and the Eberron Campaign Setting, and may take the Shifter traits of Longtooth, Wildhunt, or Dreamsight.
- Claws: The claws that the Worgen has offers 1d4 pts of damage in an unarmed attack.
- Low-Light Vision: Worgen can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to discern color and detail under these conditions.
- +2 racial bonus on Balance, Climb, and Jump checks: the Worgen's bestial nature enhances many of his physical skills.
- Favored Class: Hunter. A multiclass Worgen class does not count when determining whether he takes an experience point penalty or not when multiclassing.
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