[RCFG] RCFG Ongoing Development!

Costing?
Or...the target can automatically save as a reaction? That might be too 3e-ish verbiage for you.

Costing is correct; well done.

Reference nonexistent. no colony size indicated for giant ants.

Edit: Also unnecessary. Colony size will be dictated by DM fiat, after all.

Giant ant colony size is part of a table that I didn't cut & paste (Number Appearing). Of course, DM fiat can decide anything, but it is nice to have some guidelines. ;)
 

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Ceremonial Rite

Abjuration/Evocation
Class and Level: Cleric 0, Druid 0
Casting Time: Variable
Components: Variable
Range: Variable
Target: Variable
Duration: Instantaneous
Save: None (harmless)

This spell is used by a cleric or druid to perform any ceremonial right required or allowed by his or her religion. This includes such rites as naming ceremonies, baptisms, sacrifices, marriages, sacred vows, divorces, masses, and burial rites.

The specifics of each usage must be determined by the GM and the player in question. Ceremonial rites do not usually have any discernable in-game effects, yet failure to perform such a rite can have discernable effects. For example, a marriage without a ceremonial right might not be legally recognized, and a companion buried without a proper ceremony might return as an undead monster.

The caster is allowed to make the completion of the rite contingent upon a certain task being performed. For example, a coming-of-age ceremony might succeed contingent upon some specific feat of courage. Likewise, a marriage might be contingent upon delivery of a dowry.

Clerics and druids may charge a small fee, or may receive donations, for performing ceremonial rites, depending upon local customs.
 


Very, very nice, actually. I luv me some guidelines.

:lol:

Here are some further illustrations for RCFG. All illustrations copyright (c) 2009 Daniel J. Bishop. All Rights Reserved.
 

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Rewriting Spells to Eliminate "Magical Streetlight Syndrome"

Continual Flame
Evocation/Transmutation [Fire]
Class and Level: Sorcerer (Elemental Fire) 2
Casting Time: Action
Components: V, S, M
Range: 10 feet
Target: One torch
Duration: Permanent (but see below)
Save: None (harmless)

This spell allows the caster to place a small amount of his or her life force into a torch, causing it to burn with a perpetual fire without burning the material that the torch is made of. Such a torch cannot be put out by any normal means, and can even burn underwater. It can be dispelled, however.

When the sorcerer casts this spell, he sacrifices 1 hit point to feed the eternal flame. He can choose to end any number of his own continual flame spells at any time, as a reaction (at which time the flames are instantly snuffed out), and if he does so he regains the sacrificed hit points so long as both he and the flames are on the same plane of existence. The sorcerer also regains the hit point if the spell is dispelled and both he and the flame are on the same plane of existence. Otherwise, the sacrifice is permanent.

If the caster dies, and the hit point loss is such that hit points sacrificed to cast this spell would revive him, his body does not decompose. Moreover, if enough continual flames are dispelled to restore his hit point total to 1 or more, he is revived. Additional damage to the body after death (such as being eaten) can, however, prevent the sorcerer from returning to life.

The affected torch otherwise has the same properties as a normal torch in terms of light, heat, etc.

Material Component: 50 gp worth of powdered ruby and a drop of the caster’s blood.



Continual Light*
Evocation/Transmutation
Class and Level: Cleric 3, Wizard 2
Casting Time: Action
Components: V, S
Range: 120 feet
Target: One creature, area, or object
Duration: Permanent (but see below)
Save: Reflexes or Willpower negates

This spell creates a spherical region of light, as bright as daylight, up to a 30-foot radius, with an area of shadowy illumination up to a 60-foot radius. Continual light can be cast on an object, into the air, or at a creature. The spell does not move once cast, but if cast on a movable object or creature, it moves with that object or creature. If the spell is cast on a creature, a saving throw is allowed. Casting continual light on a creature’s eyes causes blindness.

A caster can only have one continual light spell active per caster level. If a caster casts an additional continual light spell, one of the earlier spells is dispelled (determined randomly).

Reverse: The reverse of continual light is called permanent darkness. It creates a region of magical darkness with a 30-foot radius, with an area of normal darkness up to a 60-foot radius. Permanent darkness has the Shadow descriptor. Casting permanent darkness counts against the number of continual light spells a caster can maintain, and has an equal chance of being dispelled by additional castings over that maximum.
 

Work In Progress - Goblins

Goblin
(Small Humanoid [Goblin])

Movement: 20 ft.
Armour Class: 16 (plus armour)
Initiative Bonus: +2
Hit Dice: 1d6
Attacks: 1 weapon
Special Attacks: None
Special Defences: None
Special Qualities: –2 to hit in daylight
Saves: Fort -2, Perc +0, Prow -2, Reas -1, Refl +2, Will +0.
Ability Scores: S 10, I 7, W 15, D 15, C 10, Ch 6.
Morale: 5

Habitat: Temperate to subtropical forests and caves
Frequency: Common
No. Appearing:
Skills: Stealth +6, Theft +4
Treasure Type:
XP Value:

Goblins are small humanoids that dwell in forests, caverns, and ruins. They prefer old mineworks and extensive cavern systems, but seldom get to choose their dwelling places except where they are found in great numbers. Sometimes, outcast goblins are found living in hollow trees, or in homes hidden beneath the earth. Goblins are able to hide their homes with great skill, at least part of the time. Similarly, goblins are talented miners – but they are also lazy, and their stonework is often slipshod an unfinished. They are cunning in the creation of traps and weapons.

Goblins are ugly, misshapen things with large heads and sharp teeth. Their heads are squashed and pumpkin-like. Their skin is greenish, brownish, yellowish, or even orange. Their feet do not have separate toes, and about 10% of all goblins have a single thick “finger” and a thumb on each hand. Goblins dress in rags or cast off clothing for the most part, although goblin smiths are able to make objects of great beauty and value when they are moved to do so. Not all goblins are evil, but the vast majority are grasping, cruel, and sneaky.

Goblins have an aversion to daylight, having a –2 penalty to all attack rolls, ability checks, and skill checks in full daylight (or equivalent). This penalty does not apply if it is very overcast due to cloud cover, foliage, etc.

They were, of course, household animals belonging to the goblins, whose ancestors had taken their ancestors many centuries before from the upper regions of light into the lower regions of darkness.

– George MacDonald, The Princess and the Goblin​

Goblin enclaves are 50% likely to have friendly relations with any nearby packs of worgs. They stage raids with worgs, occasionally using them as mounts. Goblin enclaves are 90% likely to keep animals of their own, many of which have been changed by long life underground as well as by goblin husbandry. Several such creatures are described in sidebars in this entry. Goblins also keep several creatures that are found outside their lairs, such as dire rats, giant weasels, and the like. Often these animals have dedicated keepers, which are the only goblins that can control them.

On average, for every 20 normal goblins, there will be a 2nd level goblin warrior, and for every 100 goblins there will be a 3rd level goblin warrior. Goblin leaders may attain up to 6th level as warriors or rogues, or 4th level as fighters. 10% of goblin tribes will have a witch doctor with 1d6 levels (see below).

Goblin Witch Doctors

Goblins worship malevolent fey Powers. Goblin witch doctors are a type of specialty priest (see “Cleric” in the RCFG Players’ Guide) that can gain up to six levels. They have a separate spell list from clerics, and exchange Aura of Faith at 3rd level for Aura of Malevolence. They gain different abilities using Focus Divine Power I, as described below. Witch doctor Acolytes are witch doctors, not clerics.

• Focus Divine Power I: A goblin witch doctor can focus divine power in the following ways:

o Create Undead: This usage allows the witch doctor to temporarily animate corpses or skeletons, to a maximum of 1 Hit Die per witch doctor level. This animation lasts only 1 hour, but is otherwise similar to animate dead, although there is no material component.

o Command Undead: As an evil cleric.

o Selective Invisibility: This usage allows the witch doctor to select one creature per witch doctor level, to whom he is invisible. Other creatures can see him normally. Each creature gains a Perception or Willpower save (DC 10 + witch doctor level) to see through this glamour. Otherwise, the power lasts 1 minute per witch doctor level, or until the witch doctor attacks a selected creature (which dispels the invisibility for that creature only). The witch doctor can select any creature he can see.

• Aura of Malevolence: At 3rd level, a witch doctor exudes a malignant aura that causes enemy creatures within 30 feet to suffer a penalty to all attack rolls, saving throws, skill checks, and ability checks. This penalty is –1 for 3rd level witch doctors, e –2 for 4th to 5th level witch doctors, and –6 for 6th level witch doctors.

Witch Doctor Spells
Level 0 Level 1 Level 2
1 Cause Fear Cause Light Wounds Augury
2 Cause Minor Wounds Charm Person Cause Moderate Wounds
3 Ceremonial Rite Command Entangle
4 Darkness Comprehend Languages Enthral
5 Detect Magic Faerie Gold Magic Weapon
6 Touch of Fatigue Spider Climb Obscuring Fog
7 Ventriloquism Unseen Servant Second Sight

NOTE: Cause minor wounds, cause light wounds, and cause moderate wounds are the reversed spells of cure minor wounds, cure light wounds, and cure moderate wounds, respectively.

Special: Each level a goblin takes in the witch doctor class causes some physical deformation. Examples of deformation include cat-like or rat-like tails, hands like rat paws, cat-like faces, and so on. The GM should consider using the features of various small animals that have a supernatural and or nocturnal connotation in folklore, such as ravens, cats, rats, mice, weasels, foxes, owls, bats, and the like. By the same token, the GM should avoid using the features of animals normally allied with humans, such as dogs and horses. These deformations generally have no game effect.

We must not look at goblin men,
We must not buy their fruits:
Who knows upon what soil they fed
Their hungry thirsty roots?

– Christina Rossetti, The Goblin Market​

Faerie Goblins

Among the humanoids, goblins and bugbears are the most closely related to the fey. In some campaign worlds, all goblins are fey. On other worlds, all goblins are humanoids. In most RCFG campaign worlds, about 20% of all enclaves consist of faerie goblins rather than the normal, humanoid, types.

Faerie goblins exchange the “Humanoid” type for the “Fey” type, although they keep the “Goblin” subtype. In addition to the classes allowed to normal goblins, faerie goblins may become bards (to a maximum of 4th level) and sorcerers (to a maximum of 6th level). Faerie goblin sorcerers may choose from among the following spell sources: (1) Dreams, (2) Elemental Earth, (3-4) Faerie, (5) Greenblooded, (6) Infernal, (7) Necromantic, and (8) Shadow. The numbers in parentheses are to determine faerie goblin spell sources randomly using 1d8.

SIDEBAR: Goblin Beasts

Both normal and faerie goblins keep animals that have been transformed from long association with goblins. Most of these animals gain dark coats, an aversion to light (causing a – 2 penalty to attack rolls, ability checks, and skill checks, as with goblins), and darkvision to a range of 60 feet. They may be smaller than normal, larger than normal, more aggressive than normal, etc., as the GM desires. Some may have strange growths, extra heads, or strange behaviours. Below are four beasts common to goblin enclaves.

Banefox (Work in Progress)

Black Goat (Work in Progress)

Bogie Bear (Work in Progress)

Greywether (Work in Progress)

Tactics (Work in Progess)

Goblins as Characters (Work in Progress)
 


Forgot to say before, that in particular, I like the pic you chose for your avatar, as it so happens. Also, the Triceratops one. Even though it's green as well. :D

Actually, what colour were those things? I suppose it could be difficult to determine anyhow. Ah, I'm rambling. Good goblins, by the way. And, if I didn't mention it once or twice already - I can't recall - the Sorcerer setup you've got going so far looks great.
 

Forgot to say before, that in particular, I like the pic you chose for your avatar, as it so happens. Also, the Triceratops one. Even though it's green as well. :D

Actually, what colour were those things?

Whatever colour you want them to be. :lol: Barring using a TARDIS to check, of course. ;)

Good goblins, by the way. And, if I didn't mention it once or twice already - I can't recall - the Sorcerer setup you've got going so far looks great.

You did, and I thank you.

I'm glad you like the goblins. I did an illustration last night of a goblin riding a black goat with two banefoxes for "hunting dogs". I think it turned out pretty well, and you will have a chance to see for yourself after I've scanned it.


RC
 

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