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I'm considering putting together a something for one of my settings that uses the Spheres of Power system. Here's the basics:
Note: I am aware of the Binder class and this has nothing to do with it.
Spirits of the Spheres
Spellcasters use special methods to bind tiny fragments of these spirits to themselves, thus gaining their powers. More experienced mages bind multiple spirits or even greater portions of some spirits to expand their magical arsenal.
The spirits are thought to be so vast and diffuse that they do not notice their power being tapped by even the large numbers of mages. However, some extraordinary circumstances can bring a caster to the attention of the spirit he or she is binding power from, and the results are not often pleasant.
Some mages may instead try to bind a much smaller spirit. Once able to tap an entire captured spirit, they can use that to go forth and capture a slightly larger spirit, and so on. This path of ambition often ends poorly.
Alteration, Conjuration, Creation, Dark, Death, Destruction, Divination, Enhancement, Fate, Illusion, Life, Light, Mind, Nature, Protection, Telekinesis, Time, War, Warp, Weather
1. Spirits of the First Order - Spirits of the first order are wholly dedicated to a single sphere and are often very inhuman in their thinking. They see all things through the lens of their sphere, and to the well-learned this can make them very predictable. They are the most likely to style themselves as divine beings, superior to material existence.
2. Spirits of the Second Order - The spirits of the second order blend the philosophies and viewpoints of two different - and potentially opposite - spheres. Thus, they are less focused than their first order counterparts and can be more relatable to human cultures. Some second order spirits with loyalty to greater powers of the first order may act as intermediaries.
3. Spirits of the Third Order - The spirits of the third order are the most versatile and varied of their kind, often able to pass as human (if able to manifest; not all are). They are closest to mortality, sharing in many aspects of reality and grounding themselves well.
Zhalgol, The Crawling Darkness
Yoth, The Dread Star
Wellodya, The Light-Through-Leaves
Go for it! I look forward to seeing what people come up with.
If you cannot kill them, destroy their lives.
The Lord Auxmaulous wrote:
Because I have buried myself in post-apocalypse for a good long while now. I'm not saying I don't like it. I would simply like to explore other things.
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.