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Converting original D&D and Mystara monsters
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<blockquote data-quote="Cleon" data-source="post: 6694609" data-attributes="member: 57383"><p>Regarding the Goat Magic, do you think the following changes will do?</p><p></p><p><span style="font-size: 15px"><strong>Goat Magic Spells</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Occultation</strong></span></p><p>Every goatkin who contributes to a <em>summon coven</em> empowerment points pool is considered a "caster" when an <em>occultation</em> is enhanced using that pool; the resulting <em>occultation</em> does not ward against those goatkin's divinations.</p><p></p><p><span style="font-size: 12px"><strong>Summon Coven</strong></span></p><p>The <em>summon coven</em> spell is a powerful magic that allows a group of goatkin capable of casting Goat Magic to amass a pool of empowerment points and then use those points to empower additional spellcasting. This spell requires at least 3 goatkin spellcasters, who all cast <em>summon coven</em> simultaneously, plus a congregation of at least 4 other goatkin of 15th level or higher. The spellcasters who cast <em>summon coven</em> must nominate one of their number as the "head" of the coven, they must all agree who this head is or the spell fails. The spell also requires a focus component called a tabernacle, a ritual chest that holds the empowerment point pool created by the spell. The spellcasters must be within 30 feet of the tabernacle to cast <em>summon coven</em> or to concentrate on maintaining the spell (see below).</p><p></p><p><em>Gathering Power:</em> This spell creates a pool of empowerment points equal to the total HD of all participating goatlings who are willing to sacrifice their Goat Magic spell-like abilities for the day while the spell is being cast. <span style="color: #FF0000">Ovinaurs and caprines can also sacrifice their spell-like abilities, but their Goat Magic is weaker so it only produces one empowerment point for every 2 HD of these goatkin who contribute.</span> A goatkin must be within long range of the tabernacle to transmit power to it (400 ft. plus 40 ft. per caster level of the <em>summon coven</em>).</p><p></p><p>If a goatkin has already used any of its daily Goat Magic abilities that day, it is unable to contribute any empowerment points to the pool. Goatkin who already used a weekly or monthly Goat Magic ability can still contribute empowerment points to the pool, but the spell-like ability takes twice the normal length of time to replenish. e.g. a goatkin who used its 1/week <em>contact outer plane</em> ability five days ago would normally be able to use it again in two days time (5 + 2 = a week's 7 days); but if it contributes all its Goat Magic to a coven's pool, it would need to wait 9 days before using its <em>contact outer plane</em> ability again (5 + 9 = 14 days, or two weeks). This rule does not apply if a goatkin uses its 1/month <em>summon coven</em> ability to become one of the three spellcasters who creates the coven. In such a case, the goatkin need only wait a month to reuse its <em>summon coven</em> ability.</p><p></p><p>Once cast, a <em>summon coven</em> ends if all of the goatkin spellcasters who cast the spell stop concentrating upon it, if the coven head loses consciousness, or if any of the spellcasters chooses to dismiss the spell. So long as at least one of the spellcasters is concentrating on the <em>summon coven</em>, the other spellcasters can perform other actions (or rest) without interrupting the <em>summon coven</em> spell; this allows the casters to take turns concentrating. The pool of empowerment points dissipates when the spell ends.</p><p></p><p><em>Drawing Power:</em> The head of the coven can draw empowerment points from the tabernacle and use them to enhance the next spell they cast. Up to 10 empowerment points can be drawn for every round spend drawing power. Certain goat magic spells allow for special enhancements when empowered using <em>summon coven</em>. These are detailed in the individual spell descriptions - see <em>binding cage</em> and <em>occultation</em> for examples.</p><p></p><p>Drawing power from the tabernacle is a standard action that requires concentration. If the concentration is interrupted (as per interrupting a spell), the coven head loses the empowerment points they have drawn so far, but can begin drawing again on their next turn.</p><p></p><p><em>Focus:</em> The tabernacle, a well crafted ritual chest constructed by master crafters. The tabernacle never costs less than 750 gp and is approximately 5 feet long, 3 feet wide, and 4 feet tall.</p><p></p><p>See <em>Tabernacle of the Ram</em> for an alternative focus.</p><p></p><p></p><p><strong><span style="font-size: 12px">Tabernacle of the Ram</span></strong></p><p>The <em>tabernacle of the ram</em> is an artifact that enhances the effectiveness of the <em>summon coven</em> spell. It appears as a massive ebony chest supporting a large glowing silver disc atop its lid. The chest is carved with ram's heads on the sides and gold-plated goatling torsos at each corner. It is set with gilded handles and poles that allow up to a dozen Medium humanoids to carry the <em>tabernacle</em> on their shoulders.</p><p></p><p>The artifact continually emanates a 30 foot radius <em>protection from evil</em> effect. The silver light from the disc is as bright as a <em>daylight</em> spell (60-foot radius illuminated as full daylight, plus an additional 60-foot radius of dim light).</p><p></p><p>If <em>summon coven</em> is cast using the <em>tabernacle of the ram</em> as its focus, the spell's gathering power effect has a range of 1 mile per caster level and participating goatkin do not need line of effect to sacrifice their spell-like abilities to the tabernacle. The pool of empowerment points created by a <em>summon coven</em> spell can remain in the <em>tabernacle of the ram</em> for up to 1 month without a spellcaster's concentration. If the artifact already contains an empowerment pool from a previous casting of <em>summon coven</em>, the tabernacle will contain whichever of the pools contains the most empowerment points (the newly gathered pool or the previous pool) and allows the leader of the current <em>summon coven</em> to access this pool. Do not add the empowerment points of both pools together.</p><p></p><p>The head of a <em>summon coven</em> spell can draw up to 100 empowerment points per round from the <em>tabernacle of the ram</em>, ten times the maximum rate of a normal tabernacle.</p><p></p><p>Strong abjuration, conjuration, and evocation [good]; caster level 20th; Weight 900 lbs.</p><p></p><p><em>Originally appeared in Goatmen of Kavaja (Bruce Heard, 2012)</em>.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6694609, member: 57383"] Regarding the Goat Magic, do you think the following changes will do? [SIZE=4][B]Goat Magic Spells[/B][/SIZE] [SIZE=3][B]Occultation[/B][/SIZE] Every goatkin who contributes to a [I]summon coven[/I] empowerment points pool is considered a "caster" when an [I]occultation[/I] is enhanced using that pool; the resulting [I]occultation[/I] does not ward against those goatkin's divinations. [SIZE=3][B]Summon Coven[/B][/SIZE] The [I]summon coven[/I] spell is a powerful magic that allows a group of goatkin capable of casting Goat Magic to amass a pool of empowerment points and then use those points to empower additional spellcasting. This spell requires at least 3 goatkin spellcasters, who all cast [I]summon coven[/I] simultaneously, plus a congregation of at least 4 other goatkin of 15th level or higher. The spellcasters who cast [I]summon coven[/I] must nominate one of their number as the "head" of the coven, they must all agree who this head is or the spell fails. The spell also requires a focus component called a tabernacle, a ritual chest that holds the empowerment point pool created by the spell. The spellcasters must be within 30 feet of the tabernacle to cast [I]summon coven[/I] or to concentrate on maintaining the spell (see below). [I]Gathering Power:[/I] This spell creates a pool of empowerment points equal to the total HD of all participating goatlings who are willing to sacrifice their Goat Magic spell-like abilities for the day while the spell is being cast. [COLOR="#FF0000"]Ovinaurs and caprines can also sacrifice their spell-like abilities, but their Goat Magic is weaker so it only produces one empowerment point for every 2 HD of these goatkin who contribute.[/COLOR] A goatkin must be within long range of the tabernacle to transmit power to it (400 ft. plus 40 ft. per caster level of the [I]summon coven[/I]). If a goatkin has already used any of its daily Goat Magic abilities that day, it is unable to contribute any empowerment points to the pool. Goatkin who already used a weekly or monthly Goat Magic ability can still contribute empowerment points to the pool, but the spell-like ability takes twice the normal length of time to replenish. e.g. a goatkin who used its 1/week [I]contact outer plane[/I] ability five days ago would normally be able to use it again in two days time (5 + 2 = a week's 7 days); but if it contributes all its Goat Magic to a coven's pool, it would need to wait 9 days before using its [I]contact outer plane[/I] ability again (5 + 9 = 14 days, or two weeks). This rule does not apply if a goatkin uses its 1/month [I]summon coven[/I] ability to become one of the three spellcasters who creates the coven. In such a case, the goatkin need only wait a month to reuse its [I]summon coven[/I] ability. Once cast, a [I]summon coven[/I] ends if all of the goatkin spellcasters who cast the spell stop concentrating upon it, if the coven head loses consciousness, or if any of the spellcasters chooses to dismiss the spell. So long as at least one of the spellcasters is concentrating on the [I]summon coven[/I], the other spellcasters can perform other actions (or rest) without interrupting the [I]summon coven[/I] spell; this allows the casters to take turns concentrating. The pool of empowerment points dissipates when the spell ends. [I]Drawing Power:[/I] The head of the coven can draw empowerment points from the tabernacle and use them to enhance the next spell they cast. Up to 10 empowerment points can be drawn for every round spend drawing power. Certain goat magic spells allow for special enhancements when empowered using [I]summon coven[/I]. These are detailed in the individual spell descriptions - see [I]binding cage[/I] and [I]occultation[/I] for examples. Drawing power from the tabernacle is a standard action that requires concentration. If the concentration is interrupted (as per interrupting a spell), the coven head loses the empowerment points they have drawn so far, but can begin drawing again on their next turn. [I]Focus:[/I] The tabernacle, a well crafted ritual chest constructed by master crafters. The tabernacle never costs less than 750 gp and is approximately 5 feet long, 3 feet wide, and 4 feet tall. See [I]Tabernacle of the Ram[/I] for an alternative focus. [B][SIZE=3]Tabernacle of the Ram[/SIZE][/B] The [I]tabernacle of the ram[/I] is an artifact that enhances the effectiveness of the [I]summon coven[/I] spell. It appears as a massive ebony chest supporting a large glowing silver disc atop its lid. The chest is carved with ram's heads on the sides and gold-plated goatling torsos at each corner. It is set with gilded handles and poles that allow up to a dozen Medium humanoids to carry the [I]tabernacle[/I] on their shoulders. The artifact continually emanates a 30 foot radius [I]protection from evil[/I] effect. The silver light from the disc is as bright as a [I]daylight[/I] spell (60-foot radius illuminated as full daylight, plus an additional 60-foot radius of dim light). If [I]summon coven[/I] is cast using the [I]tabernacle of the ram[/I] as its focus, the spell's gathering power effect has a range of 1 mile per caster level and participating goatkin do not need line of effect to sacrifice their spell-like abilities to the tabernacle. The pool of empowerment points created by a [I]summon coven[/I] spell can remain in the [I]tabernacle of the ram[/I] for up to 1 month without a spellcaster's concentration. If the artifact already contains an empowerment pool from a previous casting of [I]summon coven[/I], the tabernacle will contain whichever of the pools contains the most empowerment points (the newly gathered pool or the previous pool) and allows the leader of the current [I]summon coven[/I] to access this pool. Do not add the empowerment points of both pools together. The head of a [I]summon coven[/I] spell can draw up to 100 empowerment points per round from the [I]tabernacle of the ram[/I], ten times the maximum rate of a normal tabernacle. Strong abjuration, conjuration, and evocation [good]; caster level 20th; Weight 900 lbs. [I]Originally appeared in Goatmen of Kavaja (Bruce Heard, 2012)[/I]. [/QUOTE]
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