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[OOC Thread] Delving the Mists (seeking recruits!)


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Fangor: You, ah, wouldn't be wanting to cast Evil or Necromatic spells in the world of Ravenloft unless absolutely needed. The consequences can be nasty.
 

Gramcrackered said:
Fangor: You, ah, wouldn't be wanting to cast Evil or Necromatic spells in the world of Ravenloft unless absolutely needed. The consequences can be nasty.
Thanks for the warning, as I will now use the spells for destruction and healing. Destruction has Inflict Spells, which shouldn't be evil enough to worry about...HOPEFULLY:heh:
 

Fangor:

I knew it was there...was just looking in the completely wrong place

As for the concerns of Necromantic and "evil" spells...I should briefly explain the Powers Check system to you. Whenever you cast a spell that is primarily for evil (like say...Animate Dead) a percentile check is rolled to see if you become more corrupt. This check is based on level of the spell and a few other things.
Each time you fail a check you advance down the "Path of Corruption" as it is called you gain a dark boon from the evil powers of the land that increases your powers slightly. Unfortunately ALL of these boons come with a curse associated with them (such as a large spider jumping out of your clothes whenever you cast an "Inflict" wounds spell) that becomes worse and worse as you are granted more boons. Eventually...I think by the 6th or 7th level of corruption...you become a complete slave to the Dark Powers and are removed as a PC.

Now I want to make it clear that I am NOT telling anyone that they cannot perform actions that require Powers Checks...I am merely informing you of the consequences that come from such actions.

some more examples of when powers check would appear (please feel free to contribute to this list Gram or any other players):

- Casting a fireball at an orphanage
- using Finger of Death to kill your mailman

stuff that won't trigger a powers check

- Casting a fireball at a pack of rabid zombies
- casting Flame Strike at a mailman-returned-from-the-dead-as-a-vampire intent on drinking your blood

edit: Fangor, all inflict spells are cause for a powers check unfortunately :/
 
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Fangor:

At a quick glance of the Cleric spell list....Searing Light, Sound Burst, and Magic Stones are all damage oriented spells that won't provoke Powers Checks if they aren't used for some evil purpose (like killing Nuns or something). I'm sure there are a few more...but I just wanted you to know that some do exist :).
 

Urban Tracking [General]
You can track down the location of missing persons or wanted individuals within communities.

Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.
The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions.
If you fail a Gather Information check, you can retry after 1 hour of questioning. The DM should roll the number of checks required secretly, so the player doesn't know exactly how long the task will require.

Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 and doesn't allow effective trailing.

Special: A character with 5 ranks in Knowledge(Local) gains a +2 bonus on the Gather Information check to use this feat. You can cut the time between Gather Information checks in half (30 minutes rather than 1 hour), but you take a -5 to the check.

Code:
[B]Community Size*          DC     Checks Required[/B]
Thorp, hamlet, village    5     1d3
Small or large town      10     1d4+1
Small or large city      15     2d4
Metropolis               20     2d4+2
[B]* = See Page 137 of the DMG.

Conditions                                                   DC Modifier[/B]
Every three creatures in the group being sought              -1
Every 24 hours party has been missing/sought                 +1
Tracked party "lies low"                                     +5
Track party matches community's primary racial demographic*  +2
Tracked party does not match community's primary or
secondary racial demographic*                                -2
[B]* = See Page 139 of the DMG.[/B]
 
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Gramcrackered said:
Fangor: You, ah, wouldn't be wanting to cast Evil or Necromatic spells in the world of Ravenloft unless absolutely needed. The consequences can be nasty.

I don't think that in-character we should know that. Natalie won't be holding back on the Cause Fear or Scare spells. :)
 

Necromancy in general is frowned upon so people would know that it is bad to dabble in magic having to do with it. As for using spells for purely evil purposes...you reap what you sow I suppose :p.
 

Precisely. Unless you grew up with no outside teaching for your magical skills, you should be aware that some magic is bad juju.

Dang. Editing that table up above is a pain in the but.
 

Cerebus13 said:
edit: Fangor, all inflict spells are cause for a powers check unfortunately :/
Awe CRAP. MODIFICATIONS...What about Smite? Since that is a supernatural ability, are power checks rolled?

Let me get the picture. Of the available gods, I can choose between The Eternal Order, Ezra, Hala, and the Law Giver....right?

NE, LN, N, and LE are the corresponding alignments...I don't see her as evil, and mainly neutral, but with adherance to local laws. That would rule out LE (Law Giver)...

Which leaves:
NE (Eternal Order) Death, Evil, Knowledge, Repose Domains
LN (Ezra) Mists, Destruction, Healing, Law, Protection Domains
N (Hala) healing, Magic, Plant Domains

Eternal Order looks a little too evil for her taste, so scratch that...

Looks like the decision is Hala or Ezra. With regards to the Path of Corruption, what steps are in place to atone for steps in that direction?
 

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