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Thread: Witches and Warlocks in Cerilia
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02-07-1999, 05:42 AM #1Kenneth GauckGuest
Witches and Warlocks in Cerilia
Witch/Warlock for Cerilia
This type of magic user has been unable to master true magic either through
the lack of available instruction, or because of the character lacks the
elven or Deismaar bloodline. Instead, the character turns to sources of
magical power other than mebhaighl; the powerful, dark forces of the Shadow
World. Occasionally, these dark entities contact youthful humans for magical
instruction; other times humans seek out the entities through arcane
rituals, and petition them for instruction; also, witches have taken on
students and introduced them to their dark art.
I recomend that normal Cerilian wizards and magicians be considered
channelers, whether or not the Players Option rules are used or not. (I
don't use them.) Whereas wizards and magicians channel mebhaighl for their
powers, witches and warlocks must go to their dark entities for more spell
powers. That is, wizards and magicians forget a spell (or expend spell
points) but retain their link to the mebhaighl, so once they rest and study,
they have recovered the ability to cast the spell. Witches and warlocks cast
spells on borrowed power, possibly corrupt mebhaighl from the Shadow World.
Thus they must go back to the dark entity and request more power. This is
the problem. The dark entity desires to exude a powerful directing influence
over its protégé. As a result, witches and warlocks face a life-long
struggle with forces which relentlessly strive to control their spirits.
While wizards and magicians are most common in Anuire and Khinasi, witches
and warlocks are most common in Rjurik and Vos. This is mostly the
consequence of limited access to proper mebhaighl training in those regions.
Even still, this dark path is sufficently dangerous that there are certainly
no more witches than there are wizards in Cerilia.
Preferred Schools: enchantment/charm, conjuration/summoning, necromancy
Barred Schools: none
Weapon Proficency: limited to dagger, dirk, knife, sling, staff sling
Nonweapon Proficency: Bonus : Sprit Lore. Recommended: Artistic Ability,
Astrology, Brewing, Cooking, Herbalism, Reading/Writing, Religion,
Spellcraft, Weather Sense.
Hindrences:
Receives a -3 to reaction rolls, or a -5 in Rjurik and Khinasi societies.
Spell recovery requires a special cerimony to contact the Shadow World, and
requires 8 hours per level of the character.
The Player's Option lists a Power's Check in the Witch section. One is also
part of Ravenloft. It works this way, every time the Warlock attempts to
recover his spell power, he contacts his dark mentor. There is a chance that
the enitity demands some submission in exchange for the power being offered.
If players don't have either Ravenloft or Player's Option the following
formula could be used in its place, which is nearly identical to the
Player's Option results:
% chance =1.9+(.9*spell level)+(.6*spell level squared) - character's level
This system allows higher level witches to cast low level spells without
fear.
In the event of a power check, the character must spend d3 days resisting
the entity's attempt to gain a greater degree of control over them. Of
course the character could just submit to the dark entity, but if they
choose to resist they must make a save vs Breath Weapon, or pass to the next
stage of subserviance. By the time a character has decended to the 5th level
of subserviance, he is now completly in the DM's hands as a servant of some
Shadow World power. These levels are described (with some slight difference)
in the Player's Option: Spells and Magic, the Necromancy Guidebook, and
Ravenloft. As character's decend through the levels, they gain dark powers
and suffer handicaps.
Kenneth Gauck
c558382@earthlink.net
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02-08-1999, 06:33 PM #2Mark A VandermeulenGuest
Witches and Warlocks in Cerilia
On Sat, 6 Feb 1999, Kenneth Gauck wrote:
> Witch/Warlock for Cerilia
>
> This type of magic user has been unable to master true magic either through
> the lack of available instruction, or because of the character lacks the
> elven or Deismaar bloodline. Instead, the character turns to sources of
> magical power other than mebhaighl; the powerful, dark forces of the Shadow
> World. Occasionally, these dark entities contact youthful humans for magical
> instruction; other times humans seek out the entities through arcane
> rituals, and petition them for instruction; also, witches have taken on
> students and introduced them to their dark art.
Interesting take on witches in Cerilia, Kenneth. Have you looked at my
version of Cerilian Witches, available in the Netbook? They are quite
similar in many ways, although you make use of the PO books, which I
didn't have at the time I came up with my version. There are some other
differences, so if you do take a look, I would be interested in your
opinion of the differences between the two.
Mark VanderMeulen
vander+@pitt.edu
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02-08-1999, 09:36 PM #3Kenneth GauckGuest
Witches and Warlocks in Cerilia
I see that we had a very similar vision of what a Cerilian witch is,
although we seemed to have used different mechanics to implement this. I
also think your witch is more original in conception, and this keeps it
closer to the BR conception of magic. My attempt was more of an editing and
adaptation of the existing Warlock materials into the BR setting, as such I
think my version is a bit more powerful, yet more encumbered by what the
Necromancy Guide calls "the Price". I, for one, really like the
Necromancer's Guide. One of the limitations of the BR magical system, is
that it is impossible to create the Renaissance physician as an unblooded
magic user. I am looking at some ways to introduce a pyscian kit designed
for Cerilai without breaking down the barriers between magicians and wizards
on the one hand, and priests and magic users on the other.
BTW, Mark, I really liked the new spells included with your witch.
Kenneth Gauck
c558382@earthlink.net
- -----Original Message-----
From: Mark A Vandermeulen
To: birthright@MPGN.COM
Date: Monday, February 08, 1999 12:47 PM
Subject: Re: [BIRTHRIGHT] - Witches and Warlocks in Cerilia
>
>Interesting take on witches in Cerilia, Kenneth. Have you looked at my
>version of Cerilian Witches, available in the Netbook? They are quite
>similar in many ways, although you make use of the PO books, which I
>didn't have at the time I came up with my version. There are some other
>differences, so if you do take a look, I would be interested in your
>opinion of the differences between the two.
>
>Mark VanderMeulen
>vander+@pitt.edu
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02-08-1999, 11:12 PM #4MantaGuest
Witches and Warlocks in Cerilia
> Interesting. Along similar lines, I've been thinking about ways to make
> alchemists a "magician" level magic user rather than a "wizard" level
> magic user. In part this is because (cogent to the eariler discussion of
> cultural and technical advancement in Cerilia) I believe that any large
> technical advancements in Cerilia will likely come from "commoners"
trying
> to work out how they can do more within the limitations of "magic."
Alchemists you say...
I use this "Alchemist Class". It comes from the "Great Classes and Kits
netbook - Tome 2" and along with the "Thief - Intriguist Variant" is the
only worthwhile class. I don´t know who created it but it is really very
good (IMHO of course!). Hope this helps you.
César Manta
ip209007@ip.pt
ICQ: 17080887
Alchemist
Experience HP (d3) Level Title Level Abilities gained
0-2,500 1 1 Student Chemist A
2,501-5,000 2 2 Graduate Chemist B
5,001-10,000 3 3 Journeyman Chemist C
10,001-22,500 4 4 Low Chemist D
22,501-40,000 5 5 Chemist E
40,001-60,000 6 6 High Chemist F
60,001-90,000 7 7 Alchemist G
90,001-135,000 8 8 Black Alchemist H
135,001-250,000 9 9 Grey Alchemist I
250,001-375,000 10 10 White Alchemist J
375,001-750,000 11 10+1 Silver Alchemist K
750,001-1,125,000 12 10+2 Gold Alchemist L
1,125,001-1,500,000 13 10+3 High Alchemist M
1,500,001-1,875,000 14 10+4 Eldest Alchemist N
1,875,001-2,250,000 15 10+5 Star Alchemist O
+600,000/level +1 +1/level Etc -
Use no weapons (except for what they make)
Wear no armor of any kind
Alchemists are believers in magic and technology. This makes them a very
special subclass of sages (a sub-category of the "esoteric knowledge"
branch). They are well versed in chemical, herbal, and metallurgical lore.
They use this knowledge to manufacture their items.
Alchemists usually don't go adventuring but can be persuaded (not too
often) or go on their own free will if some sort of alchemical relic is
involved. They are induced more easily in going adventuring if they are
hired for making, figuring out, and/or using their items.
Alchemists acquire experience by using the items that they made (less for
somebody else's), by figuring out items, and the money they get from
services and items sold at a ratio of 10 gold pieces/1 experience point.
Acquired Abilities:
A. Smoke bombs, low glues, and poison
B. Stink bombs, medium glues, alcohol, alloys, and matches
C. Poison gas bombs, high glues, acetone, poison antidote, and food
preservatives
D. Medicinal products and water putrefaction elements
E. Slippery liquids physical, attributes boosters, and flash powder
F. Low acid and basic fire retardants
G. Medium acid, ultimate fire retardants, and 100% chance to identify
poisons
H. Gunpowder, chemical welding agents, and 100% chance to identify any
basic potion
I. "Bombs" and stone dissolving agents
J. Highly sophisticated poisons and metal burning agents
K. Make any potion, cold bombs, and high acid
L. Combination bombs, lightning bombs, and stone gas bombs
M. Make any potion at double strength and basic electronics
N. Dynamite and combination time bombs
O. Intermediate electronics and rocket propulsion systems
Item Cost Days Required Effects
Smoke bomb 5 3 20'+1'/level x 20'+1'/level cloud. Obscures vision up to 3
feet.
Low glues 1 1 ½ Elmer's glue.
Poison 7/die 2/die Does 1d8+1/level. Half damage if save vs. poison is
made.
Stink bomb 11 7 25'+1'/level x 25'+1'/level cloud. Same effect as a
stinking cloud.
Medium glue 5 3 ½ Super glue (the cheap stuff).
Alcohol 10 3 Burns as oil. Can heal 1-4 points.
Alloys Varies Varies Can make a successful combination of any 2 metals.
Matches 7 4 100 matches.
Poison gas bomb 25/die 2/die 40'+2'/level x 40'+2'/level cloud. Does same
damage as poison.
High glue 50 15 Tough glue (like on cartoons).
Acetone 50 10 Dissolves any sticky material.
Poison antidote 47 12 As it says.
Food preservatives 12 6 ½ Preserves food for up to 30 days.
Medicinal products 75 10 Heals 1d.8+1 point/level. Can cure disease.
Water puke* 11 2 ½ Poisons water or other liquids up to 1,000 cubic feet
(*=reverse).
Slippery liquids 17 7 As an oil of slipperiness.
Attribute boosters 750 21 Can raise strength, constitution, dexterity, or
charisma 1 + 1 point/5 levels (lasts 1 turn).
Flash powder 27 9 As the spell fireworks + 1 point of damage/level.
Low acid 72 12 Does 1-6 damage/round Lasts 1-10 rounds.
Basic fire retardants 150 4 Adds a +3 saving throw vs. fire to the item
it's applied to.
Medium acid 97 23 Does 1-6 damage/round. Lasts 2-20 rounds.
Ultra fire retardants 112 14 Makes item 100% fire proof.
Gunpowder 202 11 When made into a crude bomb, does 5-50 damage in a 30'x30'
area.
Chem. weld. Agents 47 19 ½ Instantly fuses 2 elements.
"Bombs" 572 29 Does 10-100 damage in a 40'x40' area (anything flammable
catches fire if save is failed).
Stone dis. Agents 86 10 Instantly dissolves 10 cubic feet of stone.
Highly soph poisons 20/die 4/die It's up to you (i.e. delayed action, die
or take damage, etc.).
Metal burn. Agents 279 23 Sets any metal aflame for 1-6 rounds.
Unstoppable!!
Make potions Varies Varies Can make potion of your choice.
Cold bomb 623 34 40'x40' area cloud. 11d.8 damage.
High acid 520 23 2-8 points/round. Lasts until cleansed or object is eaten
away.
Comb. Bomb Varies Varies Varies
Lightning bomb 12,937 50 Black lightning covers victim's body. If save vs.
magic is made, all but 1-4 hit points gone, if save is failed, death.
Stone gas bomb 729 7 40'x40' area cloud. All in it save vs. stoning at -2.
Make 2x potion Varies Varies As it says.
Basic electronics see techno see techno see techno
Dynamite 1,572 12 45'x45' area blast. 1-100 damage + 10-100 structural
damage.
Comb. Time bomb Varies Varies It's up to you.
Intermediate electronics see techno see techno see techno
Rocket propulsion system 2,050 3 Makes a bazooka type of delivery weapon
that can shoot any type of bomb or potion. Has the range of a heavy
crossbow. Add 500 g.p. to the cost of any bomb to be shot.
Additional Notes:
An alchemist's mobile laboratory will be a large wagon with all his/her
materials. This will be paid for by the employer(s). Alchemists can be any
alignment. Alchemists can use barbaric weapons (such as swords and the
like) but not get any experience for it.
I can
> certainly see the development of a "magical technology" developed by
> magicians to help them do things with first and second level spells that
> wizards can do with upper level spells. So, as population sizes grow (if
> and when the political conditions stabilize in Anuire so the resource
base
> and the population levels are no longer continually being underminded by
> wars) and increasing number of "commoners" will be filling in an enlarged
> middle class and looking for ways to do things more easily and more
> efficiently. Thus, I can also see the rise of a "Magickal Revolution,"
> with interesting parallels to the RW Industrial Revolution, including
> "thaumaturgical pollution," etc. However, that's a long way off. In the
> mean time, it is an interesting question how a vastly increased interest
> in magical techniques will pay off. For example, I can see the
development
> of technology which "focuses" mebheighl for certain kinds of
applications.
> For example, the natural "resonnances" of gems might be enhanced so that
> a gem can be "amplified" into functioning as a spell-level effect. Thus,
> an alchemist might be able to "amplify" a well-made sword into a sword +1
> by his alchemical process, or a ruby into an Amulet of Protection against
> Fire with sufficient research. On a similar note, and more relevant to
> your physician kit using some kind of process which amplifies herbs in
> relation to the Principle of Signatures. Now, according to the "Spell
> Laws" published in Dragon some months ago, a high level spell can be
> reduced and created to be cast at a lower level by trading off casting
> power for increased casting time, increased expense, increased material
> components, etc., all of which are reasonable for an alchemist,
physician,
> or apothecary, who spend a large amount of their time in labs. In order
> that such trade-off be worth while, I would suggest that these sorts of
> alchemical "mebheighl-amplification" processes be very expensive, but not
> much more expensive doing 100 gems or herbs than it would be for doing 1
> gem or herb (which also has industrial implications).
>
> > BTW, Mark, I really liked the new spells included with your witch.
>
> Thank you very much. It's so fun to invent spells for Cerilia, because
> Cerilia has such a distinct magical "feel."
>
> Mark VanderMeulen
> vander+@pitt.edu
>
>> To unsubscribe from this list send mail to majordomo@mpgn.com with the
line
> 'unsubscribe birthright' as the body of the message.
-
02-08-1999, 11:22 PM #5Mark A VandermeulenGuest
Witches and Warlocks in Cerilia
On Mon, 8 Feb 1999, Kenneth Gauck wrote:
> I see that we had a very similar vision of what a Cerilian witch is,
> although we seemed to have used different mechanics to implement this. I
> also think your witch is more original in conception, and this keeps it
> closer to the BR conception of magic. My attempt was more of an editing and
> adaptation of the existing Warlock materials into the BR setting, as such I
> think my version is a bit more powerful, yet more encumbered by what the
> Necromancy Guide calls "the Price". I, for one, really like the
> Necromancer's Guide. One of the limitations of the BR magical system, is
> that it is impossible to create the Renaissance physician as an unblooded
> magic user. I am looking at some ways to introduce a pyscian kit designed
> for Cerilai without breaking down the barriers between magicians and wizards
> on the one hand, and priests and magic users on the other.
Interesting. Along similar lines, I've been thinking about ways to make
alchemists a "magician" level magic user rather than a "wizard" level
magic user. In part this is because (cogent to the eariler discussion of
cultural and technical advancement in Cerilia) I believe that any large
technical advancements in Cerilia will likely come from "commoners" trying
to work out how they can do more within the limitations of "magic." I can
certainly see the development of a "magical technology" developed by
magicians to help them do things with first and second level spells that
wizards can do with upper level spells. So, as population sizes grow (if
and when the political conditions stabilize in Anuire so the resource base
and the population levels are no longer continually being underminded by
wars) and increasing number of "commoners" will be filling in an enlarged
middle class and looking for ways to do things more easily and more
efficiently. Thus, I can also see the rise of a "Magickal Revolution,"
with interesting parallels to the RW Industrial Revolution, including
"thaumaturgical pollution," etc. However, that's a long way off. In the
mean time, it is an interesting question how a vastly increased interest
in magical techniques will pay off. For example, I can see the development
of technology which "focuses" mebheighl for certain kinds of applications.
For example, the natural "resonnances" of gems might be enhanced so that
a gem can be "amplified" into functioning as a spell-level effect. Thus,
an alchemist might be able to "amplify" a well-made sword into a sword +1
by his alchemical process, or a ruby into an Amulet of Protection against
Fire with sufficient research. On a similar note, and more relevant to
your physician kit using some kind of process which amplifies herbs in
relation to the Principle of Signatures. Now, according to the "Spell
Laws" published in Dragon some months ago, a high level spell can be
reduced and created to be cast at a lower level by trading off casting
power for increased casting time, increased expense, increased material
components, etc., all of which are reasonable for an alchemist, physician,
or apothecary, who spend a large amount of their time in labs. In order
that such trade-off be worth while, I would suggest that these sorts of
alchemical "mebheighl-amplification" processes be very expensive, but not
much more expensive doing 100 gems or herbs than it would be for doing 1
gem or herb (which also has industrial implications).
> BTW, Mark, I really liked the new spells included with your witch.
Thank you very much. It's so fun to invent spells for Cerilia, because
Cerilia has such a distinct magical "feel."
Mark VanderMeulen
vander+@pitt.edu
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02-09-1999, 11:29 AM #6neil barnesGuest
Witches and Warlocks in Cerilia
>> Interesting. Along similar lines, I've been thinking about ways to >>
make alchemists a "magician" level magic user rather than a
>> "wizard" level magic user. In part this is because (cogent to the >>
eariler discussion of cultural and technical advancement in
>> Cerilia) I believe that any large technical advancements in Cerilia
>> will likely come from "commoners" trying
>> to work out how they can do more within the limitations of "magic."
>
> Alchemists you say...
> I use this "Alchemist Class". It comes from the "Great Classes and
> Kits netbook - Tome 2" and along with the "Thief - Intriguist
> Variant" is the only worthwhile class. I don't know who created it
> but it is really very good (IMHO of course!). Hope this helps you.
Has anyone tried using a more esoteric version of alchemy in their
games? As I understand it, the original aim of medieval (european)
alchemy was to produce a philosopher's stone capable of purifying base
matter - the ability to produce noble metals from base was merely a
side-effect of purfiying base man.
An accurate replication of this sort of alchemy probably wouldn't fit
with the mood of Cerilia, but some variation - perhaps magicians trying
to overcome their inability to use true magic - could provide a whole
range of story ideas.
>Alcohol 10 3 Burns as oil. Can heal 1-4 points.=09
Sounds like good stuff - how come a pint of Pride never heals _me_ of
damage?
neil barnes
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