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This is kind of the plot of Diablo 3: Reaper of Souls.
Malthael, Archangel of Death, considers the following:
1. Humans are weak.
And decides to destroy all humans (and gets trounced by the same human that took out the Prime Evil).
You learned that one from the wrong tome!
A cursed spell is usually found as a trap in a wizard's spellbook, there to ruin the day of anyone that sneaks a few spells out of it. The owner, of course, does not cast these spells because he or she knows they are cursed.
You might also find a cursed spell written on a scroll. Even a normal spell scroll might end up cursed if left alone in some place suffused in malicious or mischievous magic.
The DC to recognise a spell as cursed is equal to the DC to identify the spell plus 10.
A cursed spell cannot be dismissed normally, but a cursed spell on a creature may be dispelled with break enchantment or remove curse.
The part of the spell name in italics is not known unless the spell is identified as cursed.
1. Delusional Invisibility - Subject is convinced, regardless of evidence, that he or she is invisible for the spell's duration.
2. Summon Hostile Monster (any) - The summoned creature is hostile to the caster and attacks to the best of its ability.
3. Immediate Fireball - The fireball detonates on the caster instead of flying to its intended target.
4. Inverse Mage Armor - The bonus to AC is applied as a penalty to AC instead.
5. Scorching Ray of Return - Another creature hit by the spell automatically fires an identical ray back at the caster, using the same attack bonus.
These ones are pretty basic. Go nuts!
The staggered arrival might work well, so here's an idea so that the event happens all at once but doesn't present immediate population problems:
When this chunk of land arrives in this new world, its people are covered in some kind of hard material. They are in protected stasis within this substance, which erodes over time. A few people wake up, freed from their cocoons upon arrival. Over time, others come out of their stasis.
Given no interference, the entire population will be awake within about five years, but it's not difficult to break people out of stasis harmlessly.
I did say a 25 mile diameter patch of rural homeland. They have farms aplenty and could support a much higher population. Now, this does mean they are lacking in the secondary and tertiary industries, and may not have mines at all.
Hooray! Despite feeling like crippling depression was going to overwhelm me and shut down this project entirely, a bit of energy has come back to me. I can't do much about it, but my depression makes my will to work on a project unbearably dependent on what others say about it. I wish it were otherwise.
Oliver McShade wrote:
Until the population reaches a point were they can survive on the supplies give to them on the 25 mile area... and while this may sound large, it really is not.
That's only the starting area. They can expand beyond that. Note that 10k people in a 25 mile diameter circle is under the average population density of Europe in the middle ages.
To begin with, there will be six or so races that all start out in the same situation, each dropped in the middle of a land suited to them. After a certain period of time (probably as part of the second campaign), some more will be added to the world. It helps that the geography is an infinite flat plane of varied Earthlike terrain, where the starting races begin fairly close to each other.
There are no other mortal races on the planet. There are monsters, but none that are organised or build things in any meaningful way. The average strength of natural or magical dangers increases further from civilisation. There's no worry of the starting settlements bordering on dragon territory.
After a long time (if I run enough campaigns in this setting), this world will have a cluster of ancient civilisations around the centre, with rings of younger nations further out.
Okay. So it seems like the initial idea is fraught with too many problems to work.
I wanted to build a story about the preservation of old culture in the face of overwhelming loss vs the creation of new.
A patch of rural homeland about 25 miles in diameter gets dumped in this unknown world. Magic doesn't work and magic items become mundane; magic must be re-learned from scratch. Otherwise, you still have all your land, farms, supplies and tools.
Okay, so the initial idea is too harsh to enable any reasonable survival barring massive use of magic.
New plan: People show up wearing clothes and carrying their basic equipment and tools and stuff. Say the mysterious effect brought in people plus any loose objects within a small radius of them, so many (but not all) arrived with the tools of their trade plus some miscellaneous junk. I think I still want to 'reboot' magic so that it doesn't just become 'wizards rule everything' from day one.
The idea is that I'm going to run a game of cooperative worldbuilding, where the players each pick a race that determines the starting races that appear on this world, and have some influence in determining how well their fledgeling nation begins. The campaigns will be fairly short, each one taking place probably a few generations after the previous ends, with the new party being descendants of the previous party. There will be new gods emerging, based on the actions of the players. This does mean no divine casters for the first game, but they will be available later.
I'm building another game, this one based on the following premise:
We begin with an empty plane. Its physical and magical properties are all average and normal.
You are amongst ten thousand of your race, randomly taken from your homeworld (or perhaps from across multiple worlds where your race exists) and dumped in the middle of an area on this unknown world that mostly matches your race's native terrain. The flora and fauna are familiar, but the landscape is totally new.
You have no equipment. Your divine casters cannot contact their gods or other planes. Sorcery and the like still work, but it's hard for wizards to do much without their spellbooks. The arrivals are more or less a cross-section of your population, so the majority of them are not adventurers or high level.
Pick a race (at random if you like!). How do you get started? What are your initial challenges and how do you overcome them? What forms of culture might survive and what new ones arise?
I really like Spheres of Power as a replacement for the magic system in this regard. It turns all magic into something like 'feat trees' instead of spell slots yet keeps the coolness of being a caster. They're just not steamrolling all over the martials anymore (and martials can use the same system to build supernatural strikes and stances and stuff).
So, a little while ago I posted about Magical Traditions and Orders.
I'm looking to expand this greatly! Here are a few more:
-- TRADITION: THE CIRCLE OF NAMES (LYRIASHA) --
The Circle of Names reveres Lyriasha in her aspect as the God of Secrets. Veteran members of the Circle give up their true names and become nameless creatures able to take on any identity with ease. The Circle's spies and assassins are often considered the most dangerous in the world, masters of both illusion and shadow magic that are equally comfortable beguiling nobles, and skulking through shadows to kill in silence. The Nameless sell their services to any that can afford them. Aspirants may work as independent agents for a time before they are considered worthy to join the Nameless elite.
-- TRADITION: THE TAKEN OF MEVYANN (MEVYANN) --
Mevyann, God of Death, offers the same bargain to all that seek it: The supplicant offers his or her eternal soul in exchange for initiation in the black arts. Those that have made this pact are known as the 'Taken'. Mevyann's pact has an escape clause: At some point in the Taken's future, a vision will be granted that shows an act to be completed, and upon its completion that Taken's soul will be returned. Not all Taken are granted a task. Some remain without hope until the end of their lives. Nonetheless, few become Taken without hope that one day, they might join the exalted ranks of the 'Untaken', those dire necromancers that can employ forbidden magic without fear of damnation.
You may have already seen mention of some of these earlier in the thread.
Now, I welcome people to come up with more of the above sorts of things! What sorts of magical orders would you imagine arising in the world of Archmage?
I disagree with Umbral Reaver; you could apply the grab evolution to the rake (strict reading could mean you need to take it twice, but still), it just wouldn't be useful unless your DM rules you can release (which is a free action) after starting the rake, but before finishing it, to re-grapple, which may be a cheesy/cool combo if you got constrict.
Oh, that makes sense.
Okay, so mapmaking has been hit with some delays. The maps from this version of the program are... kinda weird and look too much like random noise.
It may be some time before I can figure out how to make the latest files work properly.
In the meantime, does anyone have any more questions about this world?
Archmage is getting a reboot!
Well, not really. I'm generating some new maps using a more advanced program, and depending on the best output I get I may have to scrap or alter some global features like the Doomwall. Besides that, almost nothing about the setting will change since I have not yet described landmasses or nations in any detail.
You may ask: "Why don't you just keep generating maps until you get one that matches the original closely?"
The answer is that WorldEngine, the program I am using, takes a very long time to generate maps. Unless I want to have my computer generating maps for days, I'm only going to get a few out of it and will settle for the best amongst them.
Once it is all done, I will have such wonderful things as a heightmap, climate map, precipitation map, temperature map and another map that I forget.