Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Profession(Token Maker)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Vlos" data-source="post: 1687290" data-attributes="member: 15447"><p>In Oriental Adventures a few spells require a Spirit Token. They just give costs and hit points based on the material. Also other spells like Spirit Ally require a "payment". And "Commune with Spirit" Lessor/Greater also require payments/offerings. I just can't see handing over gold coins to a spirit, especially a spirit like a Mountain or Lake spirit. </p><p></p><p>Also our group has started creating other spells like the ones below. and again tryingn to add flavor by requiring Spirit offerings.</p><p></p><p>Thus I am trying to come up with a way to create spirit tokens which make sense and add some flavor to the game.</p><p></p><p></p><p></p><p>Yes the costs do go a little. But only for the more powerful Spirit tokens which would grant more power. Yes gems could be used as a token for a type of spirit, but I would doubt a spirit of a large Forest would care for a gem, but would probably favor something made of wood. </p><p></p><p></p><p></p><p>I would have to say yes. A shaman could create spirit tokens and sell them to other shamans. In OA they have a magic item called a Talisman, which is similar in use to a potion, thus these spirit tokens could be used in creating a Talisman. </p><p></p><p>In their own right they may be collectable/valuable. For example a Spirit token to a mountain may very well be a diamond, or a Small statue carved of obsidian. Superstious people may collect them. By having them many new spells and plots can be introduced.</p><p></p><p>Also new uses/spells could be used with the Tokens. For example, currently there is no "Arcane Lock" so maybe a new spell which locks and only one with the spirit token can open it. </p><p></p><p></p><p>New Spells:</p><p></p><p>Seebora's Spirit Channel (Revised)</p><p>Level: 7th</p><p>Components: V, M</p><p>Casting Time: Standard Action or 1 Minute</p><p>Range: Personal</p><p>Saving Throw: None</p><p>Spell Resistance: None</p><p>Duration: Instantaneous</p><p></p><p>By calling on certain, friendly spirits Seebora can instantly transport her spirit and body to the domain of the appropriate spirit. This spell allows the Seebora to instantly travel to set locations where she has previously established a spiritual connection.</p><p></p><p>The target spirited destination must be a friendly spirit and can be located on any plane (the casting time is one standard action for travel on the same plane, and 1 minute for interplanar travel). The caster can appear anywhere within the domain of the targeted spirit - the actual location is determined by the will of the guiding spirit (when casting the spell Seebora can request a specific arrival point).</p><p></p><p>Seebora can carry 20lbs per level with her when she travels and is never off target, as the guiding spirit will direct her to a safe location.</p><p></p><p>To establish a connection, Seebora must travel to the location and make friendly contact with a local spirit that does not wander over a wide geographical area. Befriending a spirit requires a Knowledge(Spirits) check and an offering to the spirit, with the cost and DCs varying on the type of spirit. A small token for each connection channel must be created (much like the tuning fork used in plane shift). A Commune with Spirits spell is necessary to begin process, and Seebora must commune with the spirit for at least 12 hours prior to making her skill check.</p><p></p><p>Minor spirit (stream, tree) – May travel slightly within limited area:</p><p>Skill Check DC: 15 Offering: 250 gp</p><p>Domain Size: 500 feet</p><p></p><p>Medium spirit (river, glade or grove) – Largely Immobile:</p><p>Skill Check DC: 24 Offering: 500 gp</p><p>Domain Size: 1 Mile</p><p></p><p>Large spirit (mountain or lake) – Immobile:</p><p>Skill Check DC: 30 Offering: 1000 gp</p><p>Domain Size: 10 Miles</p><p></p><p>Creating a token requires half a day and costs 100 gp. Seebora can maintain up to 12 spiritual connections at once (after than point, establishing more connections makes it difficult for Seebora to maintain the appropriate level of contact and communication necessary to stay within the good graces of the chosen spirit). Once a connection with a particular spirit has been established, Seebora may commune with that spirit at any time (with the appropriate spell) regardless of the distance or number of planes separating her from the chosen spirit to inquire about the status of the spirit’s domain.</p><p></p><p>Spells that block or prohibit travel via Gate/Teleport and similar spells will also block Seebora's Spirit Travel.</p><p></p><p></p><p></p><p>Dream Spirit Journey (Modified from WOTC Psionics)</p><p>Level: Shaman 7</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Targets: You and touched creature or creatures (up to one/level)</p><p>Duration: 1 hour/level (D)</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>You and any creature you touch are drawn into the region of dreams. You can take more than one creature along with you (subject to your level limit), but each one must be touching another one. You physically enter the land of dreams, leaving nothing behind.</p><p></p><p>In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. For every minute you move through dream, you can “wake” to find yourself five miles displaced in the waking world. Thus, a character can use this power to travel rapidly by physically entering where only dreams normally prowl, moving the desired distance, and then stepping back into the waking world. You know where you will come out in the waking world.</p><p></p><p>Dream travel can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where you are subject to the vagaries of many dream realities—a potentially perilous proposition. Transferring to another plane of existence in this fashion requires 1d4 hours of uninterrupted travel.</p><p></p><p>Any creatures that come along when dream travel is manifested also make the transition to the borders of unconscious thought. A creature separated from you wanders off into the dreamscape. When the duration ends, all affected creatures return to the waking world as much as 1,000 miles (d%x10) from their starting point. If a creature remains in the dreamscape, it is powerless to leave unless it can manifest the dream travel power itself or someone who manifests the power seeks out the lost creature.</p></blockquote><p></p>
[QUOTE="Vlos, post: 1687290, member: 15447"] In Oriental Adventures a few spells require a Spirit Token. They just give costs and hit points based on the material. Also other spells like Spirit Ally require a "payment". And "Commune with Spirit" Lessor/Greater also require payments/offerings. I just can't see handing over gold coins to a spirit, especially a spirit like a Mountain or Lake spirit. Also our group has started creating other spells like the ones below. and again tryingn to add flavor by requiring Spirit offerings. Thus I am trying to come up with a way to create spirit tokens which make sense and add some flavor to the game. Yes the costs do go a little. But only for the more powerful Spirit tokens which would grant more power. Yes gems could be used as a token for a type of spirit, but I would doubt a spirit of a large Forest would care for a gem, but would probably favor something made of wood. I would have to say yes. A shaman could create spirit tokens and sell them to other shamans. In OA they have a magic item called a Talisman, which is similar in use to a potion, thus these spirit tokens could be used in creating a Talisman. In their own right they may be collectable/valuable. For example a Spirit token to a mountain may very well be a diamond, or a Small statue carved of obsidian. Superstious people may collect them. By having them many new spells and plots can be introduced. Also new uses/spells could be used with the Tokens. For example, currently there is no "Arcane Lock" so maybe a new spell which locks and only one with the spirit token can open it. New Spells: Seebora's Spirit Channel (Revised) Level: 7th Components: V, M Casting Time: Standard Action or 1 Minute Range: Personal Saving Throw: None Spell Resistance: None Duration: Instantaneous By calling on certain, friendly spirits Seebora can instantly transport her spirit and body to the domain of the appropriate spirit. This spell allows the Seebora to instantly travel to set locations where she has previously established a spiritual connection. The target spirited destination must be a friendly spirit and can be located on any plane (the casting time is one standard action for travel on the same plane, and 1 minute for interplanar travel). The caster can appear anywhere within the domain of the targeted spirit - the actual location is determined by the will of the guiding spirit (when casting the spell Seebora can request a specific arrival point). Seebora can carry 20lbs per level with her when she travels and is never off target, as the guiding spirit will direct her to a safe location. To establish a connection, Seebora must travel to the location and make friendly contact with a local spirit that does not wander over a wide geographical area. Befriending a spirit requires a Knowledge(Spirits) check and an offering to the spirit, with the cost and DCs varying on the type of spirit. A small token for each connection channel must be created (much like the tuning fork used in plane shift). A Commune with Spirits spell is necessary to begin process, and Seebora must commune with the spirit for at least 12 hours prior to making her skill check. Minor spirit (stream, tree) – May travel slightly within limited area: Skill Check DC: 15 Offering: 250 gp Domain Size: 500 feet Medium spirit (river, glade or grove) – Largely Immobile: Skill Check DC: 24 Offering: 500 gp Domain Size: 1 Mile Large spirit (mountain or lake) – Immobile: Skill Check DC: 30 Offering: 1000 gp Domain Size: 10 Miles Creating a token requires half a day and costs 100 gp. Seebora can maintain up to 12 spiritual connections at once (after than point, establishing more connections makes it difficult for Seebora to maintain the appropriate level of contact and communication necessary to stay within the good graces of the chosen spirit). Once a connection with a particular spirit has been established, Seebora may commune with that spirit at any time (with the appropriate spell) regardless of the distance or number of planes separating her from the chosen spirit to inquire about the status of the spirit’s domain. Spells that block or prohibit travel via Gate/Teleport and similar spells will also block Seebora's Spirit Travel. Dream Spirit Journey (Modified from WOTC Psionics) Level: Shaman 7 Casting Time: 1 standard action Range: Touch Targets: You and touched creature or creatures (up to one/level) Duration: 1 hour/level (D) Saving Throw: Will negates Spell Resistance: Yes You and any creature you touch are drawn into the region of dreams. You can take more than one creature along with you (subject to your level limit), but each one must be touching another one. You physically enter the land of dreams, leaving nothing behind. In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. For every minute you move through dream, you can “wake” to find yourself five miles displaced in the waking world. Thus, a character can use this power to travel rapidly by physically entering where only dreams normally prowl, moving the desired distance, and then stepping back into the waking world. You know where you will come out in the waking world. Dream travel can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where you are subject to the vagaries of many dream realities—a potentially perilous proposition. Transferring to another plane of existence in this fashion requires 1d4 hours of uninterrupted travel. Any creatures that come along when dream travel is manifested also make the transition to the borders of unconscious thought. A creature separated from you wanders off into the dreamscape. When the duration ends, all affected creatures return to the waking world as much as 1,000 miles (d%x10) from their starting point. If a creature remains in the dreamscape, it is powerless to leave unless it can manifest the dream travel power itself or someone who manifests the power seeks out the lost creature. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Profession(Token Maker)
Top