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Big Progress [gaming geekery]

When not drawing or training this week, I've been working on my S&S Saga project still, and making big progress. Tonight, I finally finished the magic section, including several new rules and 29 "core" spells. My favorite of these is "Unslain," which just for fun I'm going to post here:


Through necromancy, when hit with what should be a fatal wound, you do not die.

Prerequisite: one talent from the Necromancy tree
Taint: Dark
Difficulty: 45
Requirements: n/a
Sacrifice: 2000 xp
Talisman: n/a
Time Taken (At Hand): reaction (n/a)
Duration: 2 hours/level

When you are dealt a blow that would kill you, you may cast this spell as a reaction. You are not slain, even though the damage to your body remains. No matter how dire the wound, even a sword through the heart or decapitation, does not kill you. If your body is dismembered, you retain control of all the pieces, which continue to move and operate independently of your body. Your body may be so hacked to pieces that it can no longer operate, however; if it is burned to ashes, pulverized, or otherwise completely destroyed, this effectively renders your body unusable as well (although you remain "alive" until the duration of the spell ends).

During the time between the "fatal" blow and the end of the spell, you must somehow heal the wound, or you will simply die when the spell duration ends. The Manifest spell will do this; some other powerful necromantic magics will as well. A DC 40 Heal check may also work in the case of a "simple" wound (such as a skewered heart or a severed head) -- this is up to the GM.

Note that any piece of your body that is "missing" when the spell duration ends dies. If any necessary parts of you are gone, you are instantly slain.

Special: This spell may not be kept "at hand."

So far the project is some 60 pages long (in unformatted manuscript form) and practically a stand-alone game. Too bad the Saga edition isn't open gaming content, I could probably make some bucks selling this thing. ;P On the other hand, it's turning into the game I've been wanting to run for quite some time now, so it's not like I'm doing it for the money!

Next ... weapons and armor! Fortunately, there's a lot less work to be done there!

-The Gneech


( 5 comments — Leave a comment )
Aug. 4th, 2007 12:10 pm (UTC)
Geek! :P :D -Frisk
Aug. 4th, 2007 02:03 pm (UTC)
That would be cool to see. Sounds a lot different from the project on EN World.

Also, "Taint: Dark" has me intrigued. How does this work? It seems different from the standard Taint rules.
Aug. 4th, 2007 02:38 pm (UTC)
It's very similar to the Dark Side score from SWSE, although you can gain Taint by either doing dark deeds, or by having your mind warped by cosmic horror.

Taint: This will usually say "Dark", "Madness", "None", or "Special." Dark spells give you a point of Taint when you cast them, simply by virtue of their evil nature. Madness spells give you Taint because they expose you to mind-damaging cosmic horror -- causing you to possibly suffer from temporary insanity (see Taint and Madness, above). Spell that have no taint do not affect your Taint score (unless you use the spell to perform an evil act as described above). Spells that may or may not taint you are listed as "Special" and have information in the spell description about the circumstances.

When the rules are finished, I'll be happy to share them. :)

-The Gneech
Aug. 4th, 2007 03:44 pm (UTC)
Ahh. I was planning on doing something similar with my own homebrew magic system, though it would've been a [Taint] descriptor (just like the [Evil] descriptor in the PHB). Spells with that descriptor automatically give you a point of Taint when cast.
Aug. 5th, 2007 12:38 pm (UTC)
I could have gone that way just as easily I suppose. :) The main reason I did it this way was so I could easily toss in exceptions, particularly "--only the first time you cast it".

( 5 comments — Leave a comment )

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