Low Fantasy d20 Rules for Harn Setting

Kaptain_Kantrip

First Post
Here is the latest version of my work in progress to create a set of House Rules to utilize the low magic Harn setting from Columbia Games.

Your feedback is needed and appreciated! :)

ABILITY SCORES
All abilities begin at 8 points each. You now have 25 ability
score points to spend any way you wish using the Standard
Point Buy method of character generation (DMG, p.19). All
scores between 9-14 points may be bought on a 1-1 basis;
scores between 15-16 cost 2-1, and scores of 17-18 cost 3-1.

Changes to Ability Scores:
Intelligence is used to learn magic, called invocations (clerical)
or spells (wizards).
Wisdom determines your Sanity, which you sacrifice to learn
magic or lose when you experience terror or trauma.

Charisma determines your Aura, which you sacrifice in order to
cast magic. Charisma no longer has anything to do with
physical attractiveness.

Comeliness now solely determines physical attractiveness. A
bonus for high Comeliness stacks with all Charisma based skill
checks involving the opposite sex, or those attracted to your
gender. Comeliness is only relevant when used against
members of your own species or those creatures who are
attracted to your species.

HIT POINTS:
At level one, you have 8 hit points + Con mod + any
Toughness feats. At level two and every level thereafter, you
receive 1d8 hit points + Con mod.

DEATH FROM MASSIVE DAMAGE:
If a human takes 10 hit points of damage from a single injury,
he must make a Fort save (DC 15) or be immediately reduced
to -1 hit points and dying. If it is subdual damage, he must
make the same Fort save but failure results in 2d6 minutes of
unconsciousness.
Creatures (Demons, Ivashu, etc.) only check for death from
massive damage if they take 50 hit points of damage from a
single injury.

SANITY SCORE:
Your Sanity score = Wis score x 5. Sanity points are lost
whenever you encounter something terrifying or traumatic, or
when you first learn an invocation or spell (the Sanity Point
cost is equal to the Aura Point cost for casting). You receive
1d6 + Wis mod in Sanity Points each time you gain a level. If
your Sanity ever drops to zero, you become insane until cured.

AURA SCORE:
Your Aura score = Cha score x 5. Aura is used to cast
invocations and spells; you must have an Aura of 60+ to
becomeeither a member of the clergy or shek-pvar. You receive
1d6 + Cha mod in Aura Points each time you gain a level. If
your aura ever reaches zero, your soul is sucked dry and you
become a catatonic vegetable. If you were channeling the
power of Morgath or the Asagvra, you instantly die and rise as
a Gulmorvrin instead.

Base Save and Attack Bonuses:
Pick either Defense or Offense option.
* Defense Option: Pick two saving throws;
these each receive a +2 bonus, but the
third saving throw receives +0. Your
Base Attack Bonus is also +0.
* Offense Option: Pick one saving throw; it receives a +2
bonus but the other two receive a +0 bonus. Your Base Attack
Bonus is +1.

Defense Bonus:
Pick the Defense or Offense Option.
* Defense Option: +2 AC bonus (scales with level)
* Offense Option: +0 AC bonus (scales with level), but you
get to pick one fighter bonus feat.

FEATS:
Pick any two. If you chose the “Offense Option” for your
Defense Bonus, you receive a third feat taken from the list of
fighter bonus feats.

SKILL POINTS AT 1ST LEVEL:
8 + Int mod x 4.
SKILL POINTS AT 2ND LEVEL AND BEYOND:
8 + Int mod.

SKILLS:
Choose an Occupation Template below or create your own
template by modifying an existing one or designing a new one
with the DM’s permission. In this case, pick any twelve skills
as your core skills and select one bonus feat for your template.
All other skills are non-core skills and cost two skill points to
raise one rank.

OCCUPATION TEMPLATES:
Each of the twelve templates below gives the ten core skills for
each occupation and allows room for minor customization by
leaving two core skill slots empty, to be filled with skills of the
player’s choice. Each template also provides one preset bonus
feat in addition to any others at level one.
Remember that most characters not of the clergy or
nobility are illiterate and do not possess the Script (Literacy)
skill.

1. Barbarian
Craft (any)
Hide
Intuit Direction
Knowledge: Local
Knowledge: Nature
Knowledge: Weather Sense
Listen
Move Silently
Spot
Wilderness Lore
+ two skills of player's choice
Bonus Feat: Toughness.

2. Clergy
Concentration
Diplomacy
Knowledge: Religion
Knowledge (any one)
Listen
Script (native)
Script (temple tongue)
Sense Motive
Speak Other Language
Spot
+ two skills of player’s choice
Bonus Feat: Holier Than Thou.

3. Criminal (Bandit)
Appraise
Bluff
Gather Information
Hide
Knowledge: Underworld
Move Silently
Open Lock
Pick Pockets
Profession: Gambler
Wilderness Lore
+ two skills of player’s choice
Bonus Feat: Street Smarts.

4. Freeman
Craft or Profession (any one)
Craft or Profession (any one)
Craft or Profession (any one)
Knowledge: Folklore
Knowledge: Law
Knowledge: Local
Knowledge: Weather Sense
Listen
Spot
Wilderness Lore
+ two skills of player’s choice
Bonus Feat: Any one of player’s choice.

5. Mercenary
Climb
Hide
Jump
Knowledge: Mercenary
Knowledge: Military
Listen
Move Silently
Spot
Use Rope
Wilderness Lore
+ two skills of player’s choice
Bonus Feat: Any fighter feat.

6. Merchant (Guilder)
Appraise
Bluff
Craft (any one)
Diplomacy
Gather Information
Knowledge: Trade
Knowledge (any one)
Listen
Profession (any one)
Spot
+ two skills of player’s choice
Bonus feat: Barter.

7. Noble (Knight)
Diplomacy
Gather Information
Knowledge: Administration
Knowledge: Heraldry
Knowledge: History
Knowledge: Law
Knowledge: Military
Perform (dance)
Perform (any musical instrument)
Ride
Script (native)
+ two skills of player’s choice
Bonus Feat: Wealth (CoC).

8. Serf, Male (Cottar, Villein)
Craft (any one)
Handle Animal
Heal (First Aid)
Knowledge: Folklore
Knowledge: Local
Knowledge: Weather Sense
Listen
Profession: Farmer
Spot
Wilderness Lore
+ two skills of player’s choice
Bonus Feat: Skill Focus (any one Craft or Profession:
Farmer).

9. Serf, Female
Craft: Cooking (includes salting)
Craft: Textilecraft
Heal (First Aid)
Knowledge: Folklore
Knowledge: Local
Listen
Nursemaid
Profession: Farmer
Spot
Wilderness Lore
+ two skills of player’s choice
Bonus Feat: Skill Focus (any one Craft or Profession)

10. Shek-Pvar (Wizard)
Bluff
Concentration
Diplomacy
Intimidate
Knowledge (Arcana)
Knowlege (any)
Script (Native)
Sense Motive
Speak Other Language (any)
Spellcraft
+ two skills of player’s choice
Bonus Feat: Spell Focus.

11. Slave
Craft or Profession (any one)
Craft or Profession (any one)
Craft or Profession (any one)
Diplomacy
Hide
Listen
Move Silently
Profession: Servant
Sense Motive
Spot
+ two skills of player’s choice
Bonus Feat: Skill Focus (any one Craft or Profession).

12. Ivinian (Viking Raider)
Climb
Craft (any one)
Jump
Knowledge (Law: The Ljarl)
Knowledge (Military)
Listen
Profession: Sailor
Spot
Use Rope
Wilderness Lore
+ two skills of player’s choice
Bonus Feat: Toughness.

CHARACTER CLASSES:
There is only one character class: Adventurer. Characters with
the Clergy or Shek-Pvar (Wizard) occupation template begin
play witha handful of common knowledge spells, but must find
a master or spell book to learn more.
________________________

MAGIC SECTION (rough draft)

COMMON INVOCATIONS
These invocations are granted by all deities and taught to all
clergy. They do not cause Aura or ability drain to cast.
Baptism, Commune, Liturgy, Marriage, Divine Intervention,
Passage of the Soul, Truesight.

AGRIK is the LE god of destruction, plague, fire, tyranny, war in HarnWorld. I'm including Agrikan info below as an example of how different tomes provide different benefits to the reader, and how I intend for the spell system to work.

Agrikan Invocations:
There are twenty-four known “high invocations” remaining from the original fabled sixty-four,eight high invocations for each of the original eight acolytes ofIlpylen. Whether or not these legendary rituals ever existed or not is a matter of debate best left to scholars and theologians.

Each high invocation cast “burns up” a bit of the Agrikan
caster’s “inner fire” (the gifted spark of Manrasusha, the Primal
Fire), so they must be used with caution. A caster who runs out
of Aura while casting a high invocation is immolated in holy
fire and burnt to ashes which scatter on the wind. “Borne on the
brimstone breeze” is the common expression for such a death;
the soul is believed guaranteed entrance to Balgashang for such
self-sacrifice.

The following cause aura and ability drain to invoke:

1. Agannazar’s Scorcher (FR): 2 Str, 1d8 Aura.
2. Ak-Syt’s Peace: 1 Con drain (permanent); subject (self or
other) is permanently able to function as normal until dead at
-10 hit points. This is a ritual that costs 100d in materials and
requires 1 hour to perform.
3. Blind/Deafen (CoC)
4. Bring Pestilence (CoC)
5. Call Deity: Agrik (CoC): As Cthuga.
6. Candle Communication (CoC)
7. Circle of Nausea (CoC)
8. Cloak of Fire (CoC)
9. Clutch of Nyogtha (CoC)
10. Contact Deity: Agrik (CoC): As Cthuga.
11. Death by Flames (CoC)
12. Dominate Person (CoC)
13. Endure Fire (PHB): 1 Wis, 1 Aura.
14. Fear (PHB): 4 Wis, 1d8 Aura.
15. Healing Touch (CoC)
16. Keen Edge (PHB): 2 Wis, 1d4 Aura)
17. Power Drain (CoC)
18. Produce Flame (PHB): 2 Str, 1d6 Aura.
19. Protection from Fire (PHB): 2 Wis, 1d6 Aura.
20. Summon/Bind Creature (CoC): Servants of Agrik only,
each type of servant requires a separate invocation.
21. Tongue of the Tyrant: 2 Wis, 1d4 Aura; +2 profane bonus
per level to Bluff, Diplomacy, Intimidate (+8 max) for 10
minutes/level.
22. True Strike (PHB): 2 Wis, 1d6 Aura.
23. Weapon of Agrik: 2 Wis, 1d10 Aura; flaming mace, acidic
sickle, or thundering whip.
24. Wrack


AGRIKAN HOLY TOMES:

THE BALEFIRE CHRONICLES (Six Versions)
Balefire Chronicles. In Azeryani, by Moralin, First Acolyte of
the Prophet Ilpylen, c. 1500 BT. Original form is unknown, but
only eight copies ever existed, each taken by an acolyte of
Ilpylen to “the eight corners of the world” to spread the word of
Agrik after the prophet’s death. As early as 300 TR, this
version was considered lost except for one copy believed to be
Moralin’s, held by the Amanasurif (Agrikan Pontiff) in his
temple at Lysara in Azeryan. Examination Period: 2d10 weeks
(DC 25). Contains all common Agrikan invocations, rituals
and 4d6 Agrikan invocations. Sanity Loss: 1d10 Initial and
2d10 upon completion. Religion (Agrik): +3 ranks.

Balefire Chronicles. In Azeryan, trans. by Eilar the Visionary,
c. 500 BT. Early handwritten copies are unknown, but
manuscript copies were widely circulated among Azeryani
scholars and theologians. Examination Period: 2d20 weeks
(DC 25). Contains all common Agrikan invocations, rituals
and 3d6 Agrikan invocations. Sanity Loss: 1d10 initial and
2d10 upon completion. Religion (Agrik): +2 ranks.

Balefire Chronicles. In Surikal, trans. by Ulankh Vengus
Makh, also known as “Vengus the Mad”, c. 108 TR. First
circulated in manuscript form, then printed in the kingdom of
Lothrim the Foulspawner (c.112 TR), as a black letter folio.
Four copies of it are known to remain, one with the Golothan
Primacy of Agrik. Examination Period: 2d10 weeks (DC 25).
Contains all common Agrikan invocations, rituals and 3d6
Agrikan invocations. Sanity Loss: 1d10 Initial and 2d10 upon
completion. Religion (Agrik): +2 ranks.

Balefire Chronicles. In Surikal, trans. by Viriahn Iskmus Prel,
c. 520 TR. An accurate but expurgated version of the Surikal
translation. Printed in Menethos (now Golotha) in an octavo
edition. Examination Period: 1d12+1 weeks (DC 22).
Contains all common Agrikan invocations, rituals and 2d6
Agrikan invocations. Sanity Loss: 1d10 Initial and 2d10 upon
completion. Religion (Agrik): +2 ranks.

Cultus Agrikarum. In Thardic, trans. by Flavius Pompos, 697
TR. A muddled, incomplete translation of the Prel version,
printed in Coranan in a garish scarlet leather octavo. This
unauthorized version was quickly suppressed by the Agrikan
Church and all but a handful of copies in private collections
were burned in Coranan in 698 TR. Examination Period:
1d10+1 weeks (DC 25). Contains 1d6 Agrikan invocations.
Sanity Loss: all common Agrikan invocations, rituals and 1d3
Initial and 1d6 upon completion. Religion (Agrik): +1 rank.

Balefire Ceremonies. In Surikal, trans. by Viriahn Hegrik
Klesh, 700 TR. Eight hundred copies of this expurgated
“official” version were printed in Golotha and widely circulated
among the Agrikan clergy. It can be bought by Agrikan clergy
only from any temple for 100d.
Examination Period: 2d4 weeks (DC 20). Contains all
common Agrikan invocations and rituals. Sanity Loss: 1d3
Initial and 1d3 upon completion. Religion (Agrik): +1 rank.

CODEX OF STEEL (Two Versions)
Codex of Steel. In Surikal, by Senesharil Dramus of Reigrym,
c. 577 TR. Printed as a sturdy quarto two years after the
founding of the Order of Mamaka, Master of Steel, in Golotha
(then under the rule of the Theocracy of Tekhos). This work
deals with many mystical concepts alien to most other Agrikan
theological texts; much of it is seemingly ambiguous and
contradictory, yet strangely compelling. Only four copies are
known to exist: two are held by Senesharil Klyrdes of Bisidril
in his private collection. Examination Period: 2d10 weeks
(DC 24). Contains four Agrikan invocations: Keen Edge,
Magic Weapon, True Strike, Weapon of the Deity. Sanity
Loss: Initial 2d4 and 2d4 upon completion. Religion (Agrik):
+1 ranks, Alchemy: +2 ranks, Ashekal (Mamakan secret sign
language): +2 ranks, Bluff: +2 ranks.

Mysteries of the Order of Mamaka, Master of Steel. In
Surikal, trans. by Senesharil Klyrdes of Bisidril, 698 TR. This
is an accurate but expurgated version designed for use by the
clergy of the order. Twenty-four copies were printed in
Golotha. Examination Period: 2d4 weeks (DC 20). Contains
one Agrikan invocation: Magic Weapon. Sanity Loss: Initial
1d4 and 1d4 upon completion. Religion (Agrik): +1 ranks,
Alchemy: +1 ranks, Ashekal (Mamakan secret sign
language): +1 ranks, Bluff: +1 ranks.

V’hir Testimony. In Surikal, by Senesharil Merele of Kantar,
714 TR. Written by the founder and current head of the Order
of the Eight Demons, this work serves to explain the split
between Herpa the Mace and Eight Demons in 714 TR, as well
as outline the goals, rituals and methods of the new order.
Much of the work is devoted to incredibly bizarre and sadistic
torture methods, supposedly passed down to the author from the
V’hir themselves. Examination Period: 1d8+1 weeks (DC 25).
Contains eight Agrikan invocations: Circle of Nausea, Death
by Flames, Dominate Person, Peace of Ak-Syt, Spectral Razor,
Summon/Bind Kyton, Wither Limb, Wrack. Sanity Loss:
Initial 1d8 and 2d8 upon completion. Religion (Agrik): +2
ranks, Intimidate: +2 ranks.

Revelations of the Fuming Gate. In Surikal, by Ulankh
Hodael of the Bloodied Mace, c. 388 TR. A Menethos printed
quarto, this volume has long been referred to as “The Red
Door.” Eight copies are held by the Order of the Fuming Gate.
Examination Period: 2d10 weeks (DC 24). Contains 4d6
Agrikan invocations and the following unique to the order:
Kissing the Hook, Purification, Reaping the Harvest, Songs of
Destruction, Songs of War, True Visions. Sanity Loss: Initial
1d8 and 2d8 upon completion. Religion (Agrik): +3 ranks.



HALEAN HOLY TOMES:

PROMISE OF CORSILEA (Four Versions)
Promise of Corsilea. In Harnic, trans. by Hilenea Aurelia,
First Disciple of Meredyne the Prophetess, c. 372 TR. Printed
in Livelis, this is the first time all of Meredyne’s visions were
compiled into one text. Only seven copies are known to exist:
one with the Halean Hilenea (pontiff) at Helas, one with the
Salara (primate) in Shiran, one with the Aramia of the Temple
of the Queen of Pleasures in Livelis (birthplace of Haleanism),
one with the Aramia of the temple at Coranan.
Examination Period: 2d10 weeks (DC 24). Contains all
common Halean invocations, rituals and 4d6 Halean
invocations. Sanity Loss: Initial 1d10 and 2d10 upon
completion. Religion (Halea): +3 ranks, , Perform (Sexual
Prowress): +3 ranks, Seduce: +3 ranks.

True Promise of Corsilea. In Harnic, trans. by Keser of Beria,
c. 383 TR. Printed in Livelis, this unathorized translation by
“renegade” male aramia (and charismatic would-be pontiff)
Keser of Beria, the publication of this work culminated in
Hilenea Aureila issuing the Temenesa Decree of 384 TR,
banning all males from the priesthood forever. The author died
of a strange wasting disease shortly thereafter, which was
widely regarded as divine wrath. Only one copy is known to
exist; the rest were seized and burned by Aurelia following
Keser’s death. The book is a fairly accurate translation of
Meredyne’s visions, but with a pro-male slant. Aurelia and her
followers are blasted as “false harlots who defile the throne of
opulence.” The book is considered a dangerous heresy by the
Church of Halea.
Examination Period: 2d10 weeks (DC 22). Contains all
common Halean invocations, rituals and 3d6 Halean
invocations. Sanity Loss: Initial 1d10 and 2d10 upon
completion. Religion (Halea): +2 ranks, Perform (Sexual
Prowress): +2 ranks, Seduce: +2 ranks.

Promise of Corsilea. In Harnic, trans. by Hilenea Aurelia, c.
400 TR. Printed in Helas in an accurate but expurgated
version. Seven copies are known to exist.
Examination Period: 1d10 weeks (DC 20). Contains all
common Halean invocations, rituals and 2d6 Halean
invocations. Sanity Loss: Initial 1d10 and 1d10 upon
completion. Religion (Halea): +3 ranks, Perform (Sexual
Prowress): +3 ranks, Seduce: +3 ranks.

Pleasures of Corsilea. In Harnic, trans. by Hilenea Milana, c.
700 TR. Printed in Helas in a lavishly illustrated but
expurgated edition. Seventy-seven copies are known to exist.
Examination Period: 2d10 weeks (DC 20). Contains all
common Halean invocations, rituals. Sanity Loss: Initial 1d10
and 1d10 upon completion. Religion (Halea): +3 ranks,
Perform (Sexual Prowress): +3 ranks, Seduce: +3 ranks.

Golden Bargain. In Harnic, trans. by Aramia Imisylda, c. 698
TR. Covers all the mythology, parables and advice offered by
Halea and her handmaids. Printed in Livelis. Seventy-seven
copies are known to exist. Examination Period: 2d10 weeks
(DC 20). Contains no spells. Sanity Loss: Initial 1d3 and 1d3
upon completion. Religion (Halea): +1 rank.

Illustratum Halea, or, An Illustrated History of Halean
Rites and Practices in the Thardic Republic. In Thardic, by
Corthina Aurilia, 715 TR. Printed in Shiran. Seventy copies are
known to exist. Examination Period: 1d4 weeks (DC 20).
Contains no spells. Sanity Loss: Initial 1d4 and 1d8 upon
completion. Religion (Halea): +1 rank, Perform (Sexual
Prowress): +1 rank, Seduce: +1 rank.

Seven Pleasures of the Palate. In Harnic, trans. by Aramia
Imisylda, c. 704 TR. Printed in Livelis. This work covers the
Halean doctrine known as “Galopea’s Bargain.” Seventy-seven
copies are known to exist.
Examination Period: 2d10 weeks (DC 20). Contains no spells.
Sanity Loss: Initial 1d3 and 1d3 upon completion. Religion
(Halea): +1 rank.

Ten Forgotten Acts. In Harnic, by Hilenea Aurelia, c. 392 TR.
This work details the Ten Forgotten Acts, also known as
Tania’s Bargain. Seventy copies were printed, only a handful
are known to exist. Examination Period: 1d6weeks (DC 20).
Contains the Halean invocations Ecstasy, Halea’s Apple and
Tania’s Pleasure. Sanity Loss: Initial 1d8 and 2d8 upon
completion. Religion (Halea): +1 rank, Perform (Sexual
Prowress): +3 ranks, Seduce: +1 rank.
 
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Wow!

I admit I was skeptical of the whole thing at first, but looking at this and seeing that what you're running isn't so much D&D3E anymore, just....wow.

You gonna be running this thing online? Where do I sign up? :D

EDIT: I'd wanna play a Helaen Priestess ;)
 
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Okay, okay, one quick question. How does Sanity recover, if at all? I know how it works in the old CoC game, vaguely, but in D20 I don't have a clue.
 

I'd have to reread the Cthulhu d20 rules on Sanity---admittedly, I'd never played CoC d20 so have no "field experience" with it, LOL. You get 1d6+Wis in Sanity every level (the Wis mod is my idea, not CoC). For curing insanity (which is what I assume you mean), I think there might be spells for that from Peoni, or there might be some sort of madhouse/asylum somewhere that could "treat" you, LOL...
 

I'm still trying to figure out how to do the Shek-Pvar (wizards); I don't own HarnMaster Magic, so all I have to go on is the d20 Guide blurb and my own gut instinct based on the available Cthulhu spells and the few from D&D3e I'm tossing in.

Here is what I've got so far, please let me know if I'm wrong or you have a better idea on how to do Shek-Pvar:

COMMON DIVINE INVOCATIONS (from d20 Invocations on S&S)
These invocations are granted by all deities and taught to all
clergy. They do not cause Aura or ability drain to cast.
Baptism, Commune, Liturgy, Marriage, Divine Intervention,
Passage of the Soul, Truesight.


COMMON ARCANE SPELLS
These ten spells are taught to all wizards (also called the
Shek-Pvar). They cause Aura and/or ability drain to cast.
Candle Communication, Detect Life, Detect Magic, Evil Eye,
Healing Touch, Levitate, Message, Power of Nyambe, Red
Sign of Shudde M’ell, Voorish Sign.

Wizards must choose one Convocation (school) of magic as
their specialty from those below. They receive their occupation
template bonus feat as a Spell Focus in that convocation.
Wizards must choose to set out on a path of magic within
that convocation: they receive the first two spell s listed on that
path as bonus spells known. If the wizard prefers, they may
instead learn the first spell from a path in their specialty
convocation and one complimentary convocation , or the first
spell from two paths in their specialty convocation instead..
Convocation paths have their spells listed in order of
difficulty/power; each spell must be learned in turn and no spell
can be skipped.

***Note that I made up the Asagvra convocation as a forbidden "black arts" school not taught in the Pvaric mainstream.

Complimentary Convocations:
A wizard may only learn arcane spells from his own or a
complimentary convocation and is forbidden from learning all
others. However, the wizard can learn spells from any path
within these comvocations.

Fyvria (Forbidden: Asagvra, Peleahn)
Jmorvi (Forbidden: Asagvra, Odivshe)
Lyahvi (Forbidden: Asagvra, Jmorvi, Peleahn)
Odivshe (Forbidden: Asagvra, Lyahvi, Peleahn)
Peleahn (Forbidden: Asagvra, Fyvria, Lyahvi, Odivshe)
Asagvra (Forbidden: All other convocations)

Asagvra Convocation (Necromancy):
1. Path of Eternal Night: Snare Dreamer, Consume Likeness,
Magic Jar, Steal Life.
2. The Accursed Path: Curse of the Rat-Thing, Become
Spectral Hunter, Unspeakable Oath, Wither Limb, Shriveling.
3. Path of the Risen Dead: Create Bad-Corpse Dust, Black
Binding, Eyes of the Zombie, Speak with Dead, Dark
Resurrection, Return to Rest.

Fyvria Convocation (Abjuration):
1. The Twofold Path (Binding & Banishing): Banishment of
Yde Etad, Bind Loup-Garou, Bind Enemy, Cast Out Devil,
Dismissal, Dismiss Deity.
2. Path of the Warder: Create Bad-Corpse Dust, Create Barrier
of Naach-Tith, Create Self-Ward, Deflect Harm, Elder Sign,
Eye of Light & Darkness, Flesh Ward, Seal of Isis, Skin of
Sedekfar, Ward Against Psychics, Warding the Eye.

Jmorvi (Transmutation)
1. Path of the Serpent That Sheds: Skin of Sedefkar, Animal
Form, Hands of Colubra, Body Warping of Gorgorath, Word of
Recall.

Lyahvi Convocation (Illusion)
1. Path of the Unseen Hand: Pose Mundane, Darkness, Hide
from the Eye, Invisibility Purge.
2. Path of Midnight’s Terror: Mirror of Tarkhum Atep, Curse
of the Putrid Husk, Curse of Chaugnar Faugn, Nightmare,
Phantasmal Killer.


Peleahn Convocation (Evocation)
1. Path of Crimson Agony: Spectral Razor, Fist of
Yog-Sothoth, Song of Hastur.
2. Path of Fiery Death: Burning Hands, Produce Flame,
Flaming Sphere, Aganazzar’s Scorcher, Fireball, Wall of Fire,
Death by Flames.
3. Path of Freezing Doom: Ice Dagger, Iceburst, Ice Storm,
Wall of Ice, Cone of Cold.
4. Path of the Velvet Fist: Frozen Tracks, Grasp of Cthulhu,
Fist of Yog-Sothoth.

Odivshe Convocation (Conjuration)
1. Path of the Summoner: Summon/Bind Creature, Dismissal,
Find Gate, View Gate, Insect Plague, Dread Curse of Azathoth,
Create Gate, Call Deity, Dismiss Deity.
2. Path of the Hidden Deep: Obscuring Mist, Raise Night Fog,
Eibon’s Wheel of Mist, Breath of the Deep, Wave of Oblivion.

Savorya Convocation (Divination and Enchantment)
1. Path of the Scholar: True Strike, Augury, Chant of Thoth,
Locate Object, Locate Creature, Divination, Create Scrying
Window, Look to the Future.
2. Path of the Deceiver: Hypnotism, Voice of Ra, Soul
Singing, Sekhmenkenhep’s Words, Suggestion, Cloud
Memory, Pipes of Madness, Siren’s Song.
3. Path of the Dominator: Cause Fear, Dominate Animal,
Clutch of Nyogtha, Dominate Person.
4. Path of Pure Will: Curse of the Stone, Mindblast, Imprison
Mind, Mind Transfer.
 

Actually, I was referring to the re-gaining of sanity points. <G> Mostly a concern for "How often is it safe to learn spells, and do I really want to do it right now?"
 

They don't "regenerate"--the only way to get more is to gain levels. So its never "safe" to learn or cast magic, which is the province of gods and demons. Some of these "secrets of the universe" were leaked to (or discovered by) mortals in the past... then it was decided that such knowledge was beyond the ken of mortals and should be restricted. The mortals who knew magic hoarded it, keeping the power jealously for themselves. So the only way to learn magic is to devote yourself to the mysteries of the church (which provides a handful of minor, safe magics to its clergy while restricting the higher invocations to its top heirarchy) or appentrice yourself to the Shek-Pvar, who teach non-deity specific "arcane" spells. One last way remains... to call forth an unallied demon and bargain with it to teach you some spells in exchange for something dear, such as your soul, or a human sacrifice, or your first born, or some such unpleasant task. Finding old tomes (either holy works or pvaric spellbooks) is another way to learn spells, but the devotees of the deity the work is dedicated to--or the shek-pvar--are always looking for such items and reports of "unauthorized" spellcasters ("witches") will eventually come to their notice and then the hunt to obtain the ittem and kill the owner is on! :)
 
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No problems there. I would maybe let them regenerate *slowly* if a character stops gaining levels (Maybe Wis bonus per year or more). Thus allowing a player to retire a favorite character resting assured they CAN live a mostly normal life if nothing else goes wrong.

And you still didn't tell me where you're running this! :p
 

This is all part of my vision to make magic rare, valuable and dangerous (not just to learn/cast, but merely to own!), and to create a Cthulhu-esque mood. Using mostly Cthulhu spells also adds to the alien quality of magic. Magic won't be just "I throw a fireball" but "Blast! I must risk my very soul to smite myne enemies--Eyes of Fury! Eyes of Flame! Give me power in Agrik's Name!" (insert gruesome spell effect here, like "the barbarian chieftain sudenly stands rigid, clutching at his throat, as frightful moans scramble to escape his crushed larynx").


Lily--I'm running this locally with my usual group of D&D fanatics... they're intrigued, but we'll see how much they like it once the campaign begins...
 

This is all part of my vision to make magic rare, valuable and dangerous

That's fine. I was just suggesting that upstanding pillars of the community who USED to be adventurers might show somewhat more stability over time than guys who don't get out of the business of risking their souls every few weeks or months.


Lily--I'm running this locally with my usual group of D&D fanatics... they're intrigued, but we'll see how much they like it once the campaign begins...

Awwww...........

:(
 

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