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<blockquote data-quote="Zadmar" data-source="post: 6249732" data-attributes="member: 6700109"><p>The following is my conversion of the mechanics in the War of the Burning Sky Player's Guide.</p><p></p><p><span style="font-size: 18px"><strong><u>New Edges</u></strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">The Player's Guide contains a number of new Feats and class abilities. I've attempted to keep the general flavour of them with my conversions (please see the original document for the flavour text, all I've described here are the mechanics of the conversion). </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Spellduelist</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Requirements:</strong> Novice, Arcane Background (Sorcery or Wizardry) </span></p><p><span style="font-size: 10px">You can choose to use your arcane skill die instead of Smarts when making Smarts tricks. In addition, if someone on Hold attempts to interrupt you while you're casting a spell, you may use your arcane skill instead of Agility for the opposed roll. </span></p><p><span style="font-size: 10px"><strong>Design note:</strong> This Edge sounds very specialised, but it's a bit more useful than it sounds, because the Ragesian Inquisitors (mage hunters with counterspell abilities) are a major part of the setting. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Mageknight</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Requirements:</strong> Novice, Arcane Background (Wizardry) </span></p><p><span style="font-size: 10px">You no longer suffer Arcane Spell Failure when wearing light armour or using shields. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Shining Warrior</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Requirements:</strong> Seasoned, Fighting d8, Arcane Background (Sorcery or Wizardry) </span></p><p><span style="font-size: 10px">You are able to make your weapon glow with an intense magical light. You can cast Light as if you had the power, however it can only be cast on a weapon you're wielding. </span></p><p><span style="font-size: 10px">If you get a raise on your attack roll when using a glowing weapon, your opponent must make a Vigor roll or become Shaken. This is resolved before rolling damage, and doesn't apply to creatures that are blind or immune to being dazzled. </span></p><p><span style="font-size: 10px">Finally, you can no longer be Shaken or blinded by light-based trappings and effects. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Vow of Healing</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Requirements:</strong> Novice, Healing d6, Arcane Background (Miracles), Healing or Succor </span></p><p><span style="font-size: 10px">Whenever you cast Healing or Succor, you have the option of paying an extra 2 Power Points in order to affect everyone within a Medium Burst Template, centred on yourself. Any undead within the Medium Burst Template are instead treated as if you'd cast Stun. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>East Wind Style</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Requirements:</strong> Novice, Arcane Background (Sorcery), Martial Artist, Spirit d8 </span></p><p><span style="font-size: 10px">You gain the Smite power with an Electricity (Armor Piercing) trapping, and it can be cast as a free action, although you may only cast it on yourself and it only applies to attacks made with your bare hands. </span></p><p><span style="font-size: 10px">Characters with this Edge cannot cast spells with earth-based trappings. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>West Wind Style</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Requirements:</strong> Novice, Arcane Background (Miracles), at least one power with an air-based trapping </span></p><p><span style="font-size: 10px">You can spend 1 Power Point as a free action to gain the ability to fly at your normal Pace until the beginning of your next turn. If you continue to activate this ability each round, you do not fall between rounds. </span></p><p><span style="font-size: 10px">Each rank over Novice allows you to grant one additional willing target within Spirit range the ability to fly as well, using their own Pace. This doesn't cost any additional Power Points. </span></p><p><span style="font-size: 10px">If you fall, either from using this Edge or from some other cause, you may spend 1 Power Point to negate the falling damage and land on your feet. You must declare this ability before rolling the falling damage. </span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Characters with this Edge cannot cast spells with earth-based trappings. </span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Leader Feats</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Use the Leadership Edges from the core rulebook. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 18px"><strong><u>New Spells</u></strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">The following spells are Power+trapping conversions in the style of Savage Spellbook.</span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Gabal’s Superior Missile</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Rank:</strong> Novice </span></p><p><span style="font-size: 10px"><strong>Power Points:</strong> 1 per missile </span></p><p><span style="font-size: 10px"><strong>Range:</strong> 6/12/24 </span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Instant </span></p><p><span style="font-size: 10px">You fire a dart of magical energy at your target, inflicting 2d4+1 damage. This attack cannot miss - as long as you successfully cast it, it will always hit your opponent. However it cannot make called shots, and if your attack roll falls to reach the TN, the spell will inflict only half damage. You may fire up to 3 bolts at 1 PP each. </span></p><p><span style="font-size: 10px">If this spell is cast as your only action for the round (i.e., you don't move or take any other actions) then you become aware of all creatures within the range of the spell (as long as they would normally be visible to you were it not for cover), and your attack ignores all penalties for cover, as long as there is a clear route between you and the target. The missile will swerve around corners and dive through open windows as it homes in on its target. </span></p><p><span style="font-size: 10px"><strong>Design note:</strong> Based on Magic Missile from Savage Spellbook, except the range is halved, and it can ignore cover. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Stand the Heat</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Rank:</strong> Novice </span></p><p><span style="font-size: 10px"><strong>Power Points:</strong> 2 </span></p><p><span style="font-size: 10px"><strong>Range:</strong> Touch </span></p><p><span style="font-size: 10px"><strong>Duration:</strong> 24 hours </span></p><p><span style="font-size: 10px">The target becomes immune to all environmental damage and hazards caused by heat. They still suffer damage normally from heat-based attacks, but if they catch on fire they can automatically extinguish the flames as a normal action. </span></p><p><span style="font-size: 10px"><strong>Design note:</strong> This is a variant of Environmental Protection with an improved duration, and it allows you to put yourself out if you're on fire, but it cannot be used for other environments. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Cancel</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Rank:</strong> Novice </span></p><p><span style="font-size: 10px"><strong>Power Points:</strong> 3 </span></p><p><span style="font-size: 10px"><strong>Range:</strong> Smarts </span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Instant </span></p><p><span style="font-size: 10px">This spell allows you to counter another spell as it's being cast. You must be on Hold, and successfully interrupt the target while they're casting. If your arcane skill roll then exceeds theirs, their spell has been successfully countered. </span></p><p><span style="font-size: 10px"><strong>Design note:</strong> This is a Novice version of Dispel, but it only allows you to counter spells as they're being cast. It ignores the normal penalty for dispelling powers from other Arcane Backgrounds. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Duelist’s Etiquette</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Rank:</strong> Novice </span></p><p><span style="font-size: 10px"><strong>Power Points:</strong> 1 </span></p><p><span style="font-size: 10px"><strong>Range:</strong> Touch </span></p><p><span style="font-size: 10px"><strong>Duration:</strong> 1 hour </span></p><p><span style="font-size: 10px">This spell creates a magical glowing barrier that surrounds an area the size of a Large Burst Template. All attacks within the barrier are automatically considered nonlethal. Whenever a creature enters the area (including when the spell is cast, if they're within the area), they must consciously agree to accept the conditions of the spell, otherwise the spell ends. Any creature within the area may also end the spell as a full-round action. </span></p><p><span style="font-size: 10px"><strong>Design note:</strong> Unlike the other spells, this one isn't based on an existing power. It's really more of a flavour thing, and has no tactical value. You might want to give this spell for free to spellcasters from the Lyceum Academy, particularly if they have the Spellduelist Edge. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Wayfarer’s Step</strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Rank:</strong> Novice </span></p><p><span style="font-size: 10px"><strong>Power Points:</strong> 3 </span></p><p><span style="font-size: 10px"><strong>Range:</strong> Smarts </span></p><p><span style="font-size: 10px"><strong>Duration:</strong> 3 (2/round) </span></p><p><span style="font-size: 10px">You are able to teleport distances equal to the range of this spell, but cannot pass through solid barriers, nor through gaps that are too small for you to fit through normally. You can attempt to surprise a foe with a Stealth roll opposed by their Notice; on a raise you get the Drop, on a normal success you gain half the benefit of the Drop. </span></p><p><span style="font-size: 10px"><strong>Design note:</strong> This is a variant of Burrow that allows you to travel through air rather than earth. The range is halved, and there's no option for remaining submerged. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 18px"><strong><u>New Items</u></strong></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">The following conversions are used for magical items. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 15px"><strong>Shatterspell</strong> </span></span></p><p><span style="font-size: 10px">This vial can be thrown with a range of 3/6/12, and fills a 1" square on impact. Any creature within the area of effect must make a Smarts roll, on a failure they drop all of their currently maintained spells. The Smarts roll is made at -2 if the attacker got a raise on their Throwing roll. If the vial is frozen then the contents becomes liquid, and can be consumed like a potion, granting the drinker the Arcane Resistance Edge for 1 minute. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 15px"><strong>Potion bracer</strong> </span></span></p><p><span style="font-size: 10px">This magical storage device can hold up to 10 potions. The wearer may also drink directly from the bracer if their hands are full. </span></p></blockquote><p></p>
[QUOTE="Zadmar, post: 6249732, member: 6700109"] The following is my conversion of the mechanics in the War of the Burning Sky Player's Guide. [SIZE=5][B][U]New Edges[/U][/B][/SIZE][SIZE=2] The Player's Guide contains a number of new Feats and class abilities. I've attempted to keep the general flavour of them with my conversions (please see the original document for the flavour text, all I've described here are the mechanics of the conversion). [/SIZE][SIZE=4][B]Spellduelist[/B][/SIZE][SIZE=2] [B]Requirements:[/B] Novice, Arcane Background (Sorcery or Wizardry) You can choose to use your arcane skill die instead of Smarts when making Smarts tricks. In addition, if someone on Hold attempts to interrupt you while you're casting a spell, you may use your arcane skill instead of Agility for the opposed roll. [B]Design note:[/B] This Edge sounds very specialised, but it's a bit more useful than it sounds, because the Ragesian Inquisitors (mage hunters with counterspell abilities) are a major part of the setting. [/SIZE][SIZE=4][B]Mageknight[/B][/SIZE][SIZE=2] [B]Requirements:[/B] Novice, Arcane Background (Wizardry) You no longer suffer Arcane Spell Failure when wearing light armour or using shields. [/SIZE][SIZE=4][B]Shining Warrior[/B][/SIZE][SIZE=2] [B]Requirements:[/B] Seasoned, Fighting d8, Arcane Background (Sorcery or Wizardry) You are able to make your weapon glow with an intense magical light. You can cast Light as if you had the power, however it can only be cast on a weapon you're wielding. If you get a raise on your attack roll when using a glowing weapon, your opponent must make a Vigor roll or become Shaken. This is resolved before rolling damage, and doesn't apply to creatures that are blind or immune to being dazzled. Finally, you can no longer be Shaken or blinded by light-based trappings and effects. [/SIZE][SIZE=4][B]Vow of Healing[/B][/SIZE][SIZE=2] [B]Requirements:[/B] Novice, Healing d6, Arcane Background (Miracles), Healing or Succor Whenever you cast Healing or Succor, you have the option of paying an extra 2 Power Points in order to affect everyone within a Medium Burst Template, centred on yourself. Any undead within the Medium Burst Template are instead treated as if you'd cast Stun. [/SIZE][SIZE=4][B]East Wind Style[/B][/SIZE][SIZE=2] [B]Requirements:[/B] Novice, Arcane Background (Sorcery), Martial Artist, Spirit d8 You gain the Smite power with an Electricity (Armor Piercing) trapping, and it can be cast as a free action, although you may only cast it on yourself and it only applies to attacks made with your bare hands. Characters with this Edge cannot cast spells with earth-based trappings. [/SIZE][SIZE=4][B]West Wind Style[/B][/SIZE][SIZE=2] [B]Requirements:[/B] Novice, Arcane Background (Miracles), at least one power with an air-based trapping You can spend 1 Power Point as a free action to gain the ability to fly at your normal Pace until the beginning of your next turn. If you continue to activate this ability each round, you do not fall between rounds. Each rank over Novice allows you to grant one additional willing target within Spirit range the ability to fly as well, using their own Pace. This doesn't cost any additional Power Points. If you fall, either from using this Edge or from some other cause, you may spend 1 Power Point to negate the falling damage and land on your feet. You must declare this ability before rolling the falling damage. [SIZE=2]Characters with this Edge cannot cast spells with earth-based trappings. [/SIZE] [/SIZE][SIZE=4][B]Leader Feats[/B][/SIZE][SIZE=2] Use the Leadership Edges from the core rulebook. [/SIZE][SIZE=5][B][U]New Spells[/U][/B][/SIZE][SIZE=2] The following spells are Power+trapping conversions in the style of Savage Spellbook.[/SIZE][SIZE=2] [/SIZE][SIZE=4][B]Gabal’s Superior Missile[/B][/SIZE][SIZE=2] [B]Rank:[/B] Novice [B]Power Points:[/B] 1 per missile [B]Range:[/B] 6/12/24 [B]Duration:[/B] Instant You fire a dart of magical energy at your target, inflicting 2d4+1 damage. This attack cannot miss - as long as you successfully cast it, it will always hit your opponent. However it cannot make called shots, and if your attack roll falls to reach the TN, the spell will inflict only half damage. You may fire up to 3 bolts at 1 PP each. If this spell is cast as your only action for the round (i.e., you don't move or take any other actions) then you become aware of all creatures within the range of the spell (as long as they would normally be visible to you were it not for cover), and your attack ignores all penalties for cover, as long as there is a clear route between you and the target. The missile will swerve around corners and dive through open windows as it homes in on its target. [B]Design note:[/B] Based on Magic Missile from Savage Spellbook, except the range is halved, and it can ignore cover. [/SIZE][SIZE=4][B]Stand the Heat[/B][/SIZE][SIZE=2] [B]Rank:[/B] Novice [B]Power Points:[/B] 2 [B]Range:[/B] Touch [B]Duration:[/B] 24 hours The target becomes immune to all environmental damage and hazards caused by heat. They still suffer damage normally from heat-based attacks, but if they catch on fire they can automatically extinguish the flames as a normal action. [B]Design note:[/B] This is a variant of Environmental Protection with an improved duration, and it allows you to put yourself out if you're on fire, but it cannot be used for other environments. [/SIZE][SIZE=4][B]Cancel[/B][/SIZE][SIZE=2] [B]Rank:[/B] Novice [B]Power Points:[/B] 3 [B]Range:[/B] Smarts [B]Duration:[/B] Instant This spell allows you to counter another spell as it's being cast. You must be on Hold, and successfully interrupt the target while they're casting. If your arcane skill roll then exceeds theirs, their spell has been successfully countered. [B]Design note:[/B] This is a Novice version of Dispel, but it only allows you to counter spells as they're being cast. It ignores the normal penalty for dispelling powers from other Arcane Backgrounds. [/SIZE][SIZE=4][B]Duelist’s Etiquette[/B][/SIZE][SIZE=2] [B]Rank:[/B] Novice [B]Power Points:[/B] 1 [B]Range:[/B] Touch [B]Duration:[/B] 1 hour This spell creates a magical glowing barrier that surrounds an area the size of a Large Burst Template. All attacks within the barrier are automatically considered nonlethal. Whenever a creature enters the area (including when the spell is cast, if they're within the area), they must consciously agree to accept the conditions of the spell, otherwise the spell ends. Any creature within the area may also end the spell as a full-round action. [B]Design note:[/B] Unlike the other spells, this one isn't based on an existing power. It's really more of a flavour thing, and has no tactical value. You might want to give this spell for free to spellcasters from the Lyceum Academy, particularly if they have the Spellduelist Edge. [/SIZE][SIZE=4][B]Wayfarer’s Step[/B][/SIZE][SIZE=2] [B]Rank:[/B] Novice [B]Power Points:[/B] 3 [B]Range:[/B] Smarts [B]Duration:[/B] 3 (2/round) You are able to teleport distances equal to the range of this spell, but cannot pass through solid barriers, nor through gaps that are too small for you to fit through normally. You can attempt to surprise a foe with a Stealth roll opposed by their Notice; on a raise you get the Drop, on a normal success you gain half the benefit of the Drop. [B]Design note:[/B] This is a variant of Burrow that allows you to travel through air rather than earth. The range is halved, and there's no option for remaining submerged. [/SIZE][SIZE=5][B][U]New Items[/U][/B][/SIZE][SIZE=2] The following conversions are used for magical items. [SIZE=4][B]Shatterspell[/B] [/SIZE] This vial can be thrown with a range of 3/6/12, and fills a 1" square on impact. Any creature within the area of effect must make a Smarts roll, on a failure they drop all of their currently maintained spells. The Smarts roll is made at -2 if the attacker got a raise on their Throwing roll. If the vial is frozen then the contents becomes liquid, and can be consumed like a potion, granting the drinker the Arcane Resistance Edge for 1 minute. [SIZE=4][B]Potion bracer[/B] [/SIZE] This magical storage device can hold up to 10 potions. The wearer may also drink directly from the bracer if their hands are full. [/SIZE] [/QUOTE]
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