Fallen World- 13th lvl homebrew (dark and mature)

fallen world RG here

Nephtys, how do I proceed with buying additional spells? Should I use the cost as if purchasing a scroll of the general spell level? I would like to add some spells from SC. What is your email so I can run them by you as opposed to creating a list here or would you rather I post the list here?

Canthan HP I rolled twice.The first roll I rolled 13hd forgetting to give myself max at first. Would you prefer me to take the first roll and just drop the 1st die and substitute 4hp or just take the second roll where I rolled 12hd taking into account max 1st level hd.? There is a difference of 9hp between the rolls.

After reading the intro I am left to question, are spells such as plane shift or shadow walk ok? Essentially anything that can take us to another plane?
 
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I'm feeling thread stupid today. First I miss the rogue gallery now I'm thinking I'm missing the actual game play thread anyone able to help me out here? :o

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Nevermind I found it. Yay for trolling through the playing the game forums lol. :p
 
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Gli'jar said:
fallen world RG here

Nephtys, how do I proceed with buying additional spells? Should I use the cost as if purchasing a scroll of the general spell level? I would like to add some spells from SC. What is your email so I can run them by you as opposed to creating a list here or would you rather I post the list here?

Canthan HP I rolled twice.The first roll I rolled 13hd forgetting to give myself max at first. Would you prefer me to take the first roll and just drop the 1st die and substitute 4hp or just take the second roll where I rolled 12hd taking into account max 1st level hd.? There is a difference of 9hp between the rolls.

After reading the intro I am left to question, are spells such as plane shift or shadow walk ok? Essentially anything that can take us to another plane?

Buying spells: That's good. You can post the SC spells here.

HPs: Wow, the first one is terrible, even if all your 1s becone 2s. Go with the second roll.

Yes, but there's not a lot of places you can go. Only the parts of the Ethereal and Shadow planes that are paralell to the world, everything else takes epic spells or permanent portals.


Bloosquig said:
I'm feeling thread stupid today. First I miss the rogue gallery now I'm thinking I'm missing the actual game play thread anyone able to help me out here? :o

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Nevermind I found it. Yay for trolling through the playing the game forums lol. :p

It's up there on the first page, but it will probably sink a little today. Something has come up at work and I'm not sure I'll have the time to update today.
 

Nephtys said:
Well, you can get by pretty well with those languages, but Goblin is also pretty widely spoken, Orcish too and people who like to brag with their education often speak Elvish or some of the more obscure tongues. Infernal and Celestial should not be spoken where anyone can hear it, though most intelligent demons are conversant in those tongues and like to use them for cursing.

In light of that I'll go edit Ysande's languages if that's alright.

After that I'll get on to the IC thread. :)
 

[sblock=Canthan potential spells]

The following spells are from SC.
1st –
Conjuration
benign transposition -- 2 willing subjects of up to large switch places, med rng, no sr no save, must be willing targets
lesser orb of acid – close ranged touch deals 1d8 acid +1d8/2 levels beyond 1st (max 5d8) no save no sr
buzzing bee – a small but loud bee gives subject –10 penalty on move silently and hinders concentration to cast spells or maintain them dc is equal to buzzing bee's spell dc + level of the spell being cast no save no sr, med rng, cannot be attacked but can be dispelled. Fly speed of 180' perfect and it remains near the subject inspite of darkness, invis, polymorph, cover, concealment, or any other attempt at disguise or hiding

Transmutation
Nerveskitter – casts as immediate action, close rng, subject gains +5 on init check for the encounter

2nd –
Conjuration
baleful transposition – med rng, wil negates, sr yes 2 subject switch places of up to large size, soild object must connect targets, rope, ground bridge etc. movement is instant no AOO
ice knife – lng range,sr yes, normal ranged attack with a +2 bonus for every 2 caster levels, magical shard of ice deals 2d8 cold plus 2 dex (fort neg dex dmg) or 1d8 cold in 10’ radius burst (rflx 1/2)

Illusion
phantasmal assailants – close rng, wil disbelief, fort 1/2 sr yes, Nightmare creatures strike subject for 8 wis and 8 dex
dark way – creates temporary unbreakable bridge supporting 200 lbs/lvl, duration 1 rnd/lvl close rng, creates bridge of force 5 ft wide, 1 in thick, up to 20'per level in length

Evoc
rainbow beam –close rng, no save sr yes, ranged touch if hit target is dazzled for 1 min and ray deals 1d12/3 lvl of random type (max 5d12). Roll 1d8 1 fire, 2 acid, 3 elec, 4 poison, 5 cold, 6 sonic, 7 force, 8 multihued, roll twice ignore further 8

3rd
Conjuration
viper gout – you spit forth medium celestial or fiendish (pseudonatural?) vipers that attack you foes close rng, 1d4+3 summoned creatures for 1 rnd/lvl, spit 3 vipers as part std action or spit one viper as a move action, I cannot speak until i have spit forth all the snakes
acid breath – cone of acid deal 1d6/lvl (max 10d6), rng 15' rflx 1/2 sr yes

Div
Unluck – whenever any die roll is made roll two separate rolls take the worse of each roll for 1rnd/lvl close rng, will neg, sr yes

Trans
demon dirge – 2d6 dmg/rnd for 1d6 rnds, close rng, sr yes, creature with evil and chaotic subtype 2d6 dmg , no save, also possess tanarri subtype fort save or be stunned for the duration

Evoc
Manyjaws – one set of disembodied jaws/lvl attacks enemies for 1d6 dmg auto hits, redirect jaws as a std action, med rng, sr yes, rflx 1/2 force effect, can attack separate targets or single foe 40' movement, orig at my location duration concentration up to 3 rnds
rainbow blast –120' line beginning from my fingers, rflx 1/2 sr yes deals 5d12 damage of each energy type 1d12 for each type fire, acid, elec, cold, sonic to any creatures in line of effect

4th –
Conj
blast of flame – 60’ cone of fire from my hands 1d6/lvl (max 10d6), rflx 1/2 sr no
Translocation Trick – you and subject switch places and appear as each other, med rng, will negates, sr yes, cannot exceed dim door or look so different that disguise self would not work
orb of force – ranged touch 1d6/lvl (max 10d6), med rng, no save, no sr, rnged touch
Orb of cold -- ranged touch 1d6/lvl (max 15d6) and might be blinded sr no fort partial, successful save negates blindness close rng rnged touch attack

Evoc
vortex of teeth – 3d8 points of dmg due to force per rnd to all creatures in the area, med rng, 40' rad hollow cylinder20' high, 5' rad safe zone in center, no save, sr yes dur 1rnd/lvl, force effect looks like a school of transparant piranhas swimming through the air

abj
resistance greater – subject gains +3 on saving throws, duration 24 hrs

5th –
Conj
Arc of Lightning – line of elec arc between two creatures 1d6/lvl (max 15d6) close rflx 1/2 sr no, any creatures between the two I designate take dmg too. draw arc from any corner of creatures space to other corner anything in this line is affected
vitriolic sphere – acid deals 6d6 plus possible dmg in the following 3 rnds, lng rng, 10' rad burst, rflx partial, no sr. success save 1/2 dmg fail take 6d6 for 3 rnds
phantasmal thief – create an unseen force that steals from others,

Illus
Shadowfade – opens portal to plane of shadow, will neg, sr yes, opens 10' portal permitting me and those I designate within range (close) to pass into it. Other creatures can pass into it but must make will save

Abj
recipocal gyre – creature takes 1d12 dmg/lvl of spell affecting it (max 25d12) if fails wil then also fort save or be dazed for 1d6 rnds. wil 1/2 fort negates med rng, no sr

Evoc
fireburst greater – subjects within 15’ extending from me take 1d10/lvlfire dmg (max 15d10) rflx 1/2 sr yes
prismatic ray – ray of light blinds subject deals random effect (as prismatic spray)med rng, sr yes saving throws as prismatic spray this spell is a ray.

6th –
Conj
fire spiders – swarm of fine fire elementals deals fire dmg in an area, 10' rad spread, close rng, 1rnd/lv. reflex 1/2 sr yes, deals 4d6 of fire dmg to a crature that starts it turn in the affected area any cold spell of 3rd or higher disperses the spiders ends the spell
acid storm – deals 1d6/lvl acid dmg (max 15d6) in a 20 radius cylinder, med rng, rflx 1/2 no sr

Trans
subvert planar essence – reduces subjects dmg red. and spell resistance med rng, 1rnd/lvl 20' rad eman. centered point in space, fort neg, sr yes, reduces sr and dr by 10
stone body – your body become living stone, 1 min/lvl, gain dr 10/adam immune to blindness, crits, ability dmg, deafness, disease, drowning, posion, stunning, all spells or effects that affect phisiology or respiration +4 str, -4 dex 1/2 speed, weightx3, transmute rock to mud slowed no save for 2d6 rnds, mud to rock heals, stone to flesh ends it

7th –
abj
ghost trap – incorporeal creatures turn corporeal, 5'/lvl emanation centered on me 1min/lvl, no save or sr

Trans
glass strike – turns subject into glass, close rng, 1hr/lvl duration fort negates sr yes

This is essentially a wish list so if the spells are good but you need me to tone down the number let me know (Eg. 4 spells per level of 1st-3rd lvl spells, 3 of 4th-5th, 2 of 6th & 7th).

I got rid of plane shift and other planar themed spells but kept dismissal on my character sheet. I figure I am not the only one who will summon beasties. Shadow fade opens a portal to plane of shadow so I felt it was ok to keep on the list.[/sblock]
 
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Autumn, its ok.

Gli'jar, do any of those debilitating spells ignore SR or saves? What about their range and duration, or maximal number of damage dice? Their limitations generally need to be more specific, but if they're not obviously broken I'll allow them.
 

Trollbabe, are you still with us? If you are that puts you in the bar-group with the paladin and the less insane of the alienists :uhoh:... Heh, looks like there's one Good, Evil and Neutral in each group. I didn't really intend that from the beginning, it just happed to turn out that way. Should be an interesting mix.
 

I am still with you family life has been kinda of hectic also some health issues of my own... I will post my character tonight and get something into the IC thread please do not boot me! I am very excited about this game!

-- EDIT --

Character is posted!
 
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Nephtys said:
Gli'jar, do any of those debilitating spells ignore SR or saves? What about their range and duration, or maximal number of damage dice? Their limitations generally need to be more specific, but if they're not obviously broken I'll allow them.

I edited the list, I tried to hit all the spells to give you more info regarding them. Let me know how that works for you.

I am on travel next week for work, leaving monday returning friday and will not have net access, unless i can find a net cafe in Truckee, ca. If i post by monday or tuesday you know i did otherwise the lack of me posting means I was unable to find a computer..
 

Trollbabe, looks good, but I think you get a third attack with your main hand (+11/+6/+1).

Gli'jar, some of them are a bit on the strong side, but I think you can use the extra firepower. Approved.

Now back to the game... I'll try to advance the palace-plot tomorrow.
 
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