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Jason S.Walters

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They'll all be in a book release at some point, but I probably should add a quick summary to the freebies.  For the most part, the materials are just lighter and tougher, although a few do have some minor effects.  Naurithil glows in starlight (and, if your world has a moon, moonlight).  Mithril has hardened defenses and power defense equal to its rPD.  Blood Iron gains 1 damage class of damage when it has drawn blood (does body damage through defenses) - but only 1 DC, it does not stack.  Ebon does a DOT after it hits, through defenses, but corrupts the owner over time.  Evantine gives power defense and presence (defensive only) equal to its rPD.  Dragonbone and Dragonhide give matching enchantment points; that is, up to the body of the piece, experience points spent for enchanting are matched by the item (so a 4 body item will match up to 4 xps spent by the player to enchant it).

 

The Jolrhos Field Guide is going to have all this stuff, details on many trade skills (such as leatherworking etc) and how to make things out of all the weird materials as well as acquire them, and has full details on herbs and poisons as well as other wierd plants and substances around the world.  I hope to get that published some time next year, but I have to get my bestiary out first.

 

In theory once I have the bestiary, spellbook, field guide, and treasury out as published works, I'll have the basis for publishing adventures that reference all those works and I can just focus on adventures.  At some point I might publish a "Player's Handbook" including basics on the campaign setting I use as well, but I'm not convinced there's much demand for yet another campaign setting.

 

Thanks for your interest, Jkeown!

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For this spell, I took advantage of the magic system in place in the Fantasy Codex.  Because it does not use any power framework, you can build spells which have a power framework in them and not violate the rules.  This gave me tremendous flexibility for spell design, such as this spell which enhances any attack spell against a weakened target.

 

FINISHING STRIKE
EFFECT: Makes attack spells deal additional damage to weakened foes
Active Cost: 24                 Range: 75m
Real Cost: 18                   Gesture: yes
Spell Roll: -2                     Incantation: yes
END Cost: (4)                   Side Effect: no
Casting Time: full phase   Concentrate: no
Focus: no
The Finishing Strike enhances attack spells that the mage uses.  However, the increased power only goes off when a target is weakened greatly.  Which spell is affected is only slightly under the casters control, as they will rarely know exactly how damaged a target is or when they will have reached this level of life.
The Power Pool automatically activates to enhance attack spells against a target that is below a quarter their full body state or below a quarter their starting stun total.  It cost no mana to start or maintain, because it costs mana only when it is used (when it increases the power of a spell).  
The exact type and special effect of damage is matched by the power pool, it is not under the caster's control at all.  If the spell it enhances is an NND, it grants 1½d6.  If it is a killing attack, it grants 1d6, and so on.   Finishing Strike requires no mana to maintain.
POWERS: Power Pool (15 points, 3DC; 7 points control cost)
MODIFIERS: Requires No Roll to change effects (+1), Requires only half phase to change effects (+1/2), Costs END Only to Start (+1/4); Requires Magic Roll to start (-1/2), Extra Time full phase (-1/4), Gesture (-1/4), Incantation (-1/4), Only to boost spells against weak targets (-1), Only for attack magic (-1/2), Costs END (-1/2), Limited Conscious Control (-1/2) 
[+1 3/4; -5 1/4]
ACTIVE / REAL COST FOR OTHER MASTERY:
Journeyman: d6+1=47/24
Master: 2d6=61/36
Grandmaster: 3d6-1=82/42
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For this spell, I took advantage of the magic system in place in the Fantasy Codex.  Because it does not use any power framework, you can build spells which have a power framework in them and not violate the rules.  This gave me tremendous flexibility for spell design, such as this spell which enhances any attack spell against a weakened target.

 

FINISHING STRIKE

EFFECT: Makes attack spells deal additional damage to weakened foes

Active Cost: 24                 Range: 75m

Real Cost: 18                   Gesture: yes

Spell Roll: -2                     Incantation: yes

END Cost: (4)                   Side Effect: no

Casting Time: full phase   Concentrate: no

Focus: no

The Finishing Strike enhances attack spells that the mage uses.  However, the increased power only goes off when a target is weakened greatly.  Which spell is affected is only slightly under the casters control, as they will rarely know exactly how damaged a target is or when they will have reached this level of life.

The Power Pool automatically activates to enhance attack spells against a target that is below a quarter their full body state or below a quarter their starting stun total.  It cost no mana to start or maintain, because it costs mana only when it is used (when it increases the power of a spell).  

The exact type and special effect of damage is matched by the power pool, it is not under the caster's control at all.  If the spell it enhances is an NND, it grants 1½d6.  If it is a killing attack, it grants 1d6, and so on.   Finishing Strike requires no mana to maintain.

POWERS: Power Pool (15 points, 3DC; 7 points control cost)

MODIFIERS: Requires No Roll to change effects (+1), Requires only half phase to change effects (+1/2), Costs END Only to Start (+1/4); Requires Magic Roll to start (-1/2), Extra Time full phase (-1/4), Gesture (-1/4), Incantation (-1/4), Only to boost spells against weak targets (-1), Only for attack magic (-1/2), Costs END (-1/2), Limited Conscious Control (-1/2) 

[+1 3/4; -5 1/4]

ACTIVE / REAL COST FOR OTHER MASTERY:

Journeyman: d6+1=47/24

Master: 2d6=61/36

Grandmaster: 3d6-1=82/42

 

Why didn't you buy this as an AID?

 

Lucius Alexander

 

Inevitable palindromedary tagline

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The spell of the day.  There were a lot of ways to build this but I picked this as the most powerful and effective way to get the job done.  It doesn't wear off, its pretty absolute, and best of all its incredibly expensive, which puts it out of the range of most characters so it is unlikely to be abused.

 

GEAS
EFFECT: Commands a task from the target
Active Cost: 105                   Range: no
Real Cost: 17                       Gesture: both hands
Spell Roll: -10                       Incantation: yes
END Cost: 10                        Side Effect: yes
Casting Time: Phase            Concentrate: ½ DCV
Focus: OAF fetish of target
Geas is a mighty spell that commands a specific target to do a single task.  The mage first must overcome the target’s will, but once this has been accomplished, the victim is helpless to resist, and must carry out the specified task.  If Geas is miscast, the magic feeds back on the caster, stunning and blinding him, typically a poor position to be in when you just tried to dominate someone.  
In order to cast this spell, the mage must have the person to be “summoned” in sight, and some part of that person (hair, fingernail, etc).  The task commanded is fairly short-term, but the victim has their willpower weakened against any control attempt (-4 to their EGO roll, although the cost of the summon spell adds up to 10 to their Ego Roll), and there are variations of the spell that compel greater, longer term service.
POWERS: Summon (150 pts) specific person 
MODIFIERS: Weak Willed (+1/2), Specific Person (+1), Any Target (+1); Bonus (-1), Target must be in sight range (-1/2), Incantation (-1/4), Gesture both hands (-1/2), Extra Time Full Phase (-1/2), Only to do one task (-1/2), Concentrate ½ DCV 
(-1/4), Side Effect Stunned and 4D6 Flash (-1/2), OAF fetish of target (-1), Concentrate 1/2 DCV (-1/4) [+2 1/2; -5 1/4]
ACTIVE / REAL COST FOR OTHER AMICABILITY:
Friendly=112/18; Loyal=120/19; Devoted=127/20; 
Slavish=135/22 pts
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Today's spell is an Everquest inspired effect.  Enchanters and other characters could reduce "aggro" in targets, so they were less likely to care about actions you took nearby them.  That way you could get one target from a group and pull him over to attack, or move by a monster without them becoming upset and attacking.  I liked that effect quite a bit and it took a while to puzzle out how to make it work in Hero.

 

What I finally came up with is a Mind Control that made creatures think that the targets are non threatening, uninteresting creatures, ones that are so meaningless that if they don't get too close or do anything that conflicts with this idea, they will be left alone.  And since using Invisible Power Effects on mental powers makes them forgotten once the power is ended, they don't get mad later.

 

HARMONY
EFFECT: Calms and lowers aggression in a group of creatures
Active Cost: 50                      Range: LOS
Real Cost: 10                         Gesture: yes
Spell Roll: -5                          Incantation: yes
END Cost: 5                          Side Effect: yes
Casting Time: Phase focus   Concentrate: ½ DCV 
Focus: OAF                           Area: 4 2m x 2m areas
Like Soothe, this spell calms creatures so that they do not perceive the caster and those he chooses to protect as significant threats.   As long as the party does nothing aggressive or moves within a half move (by the creature’s movement) of any of the targets, they will be ignored. 
Harmony only requires an effect equal to the target’s Ego score to take effect, unless they have conflicting Psychological Complications.
POWERS: Mental Control 5d6 (ignore distant enemies)
MODIFIERS: Area Effect Any x2 (+1/2), Invisible to target (+1/2); Bonus (1), Gesture (1/4), Extra Time Full Phase focus (1/2), No effect if in combat (-1/2), OAF (-1), Side Effect cannot use on target again (-1/4), Concentrate ½ DCV (-1/4), Single Effect - telepathic (-1/4) [+1; 4]
ACTIVE / REAL COST FOR OTHER MASTERY:
Journeyman: 4d6=40/8; 
Master: 6d6=60/11; 7d6=70/13
Grandmaster: 8d6=80/15; 9d6=90/17
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For today's spell, I have picked one of several that can be run to eliminate various common limitations on magic.  Each one is a construct based on paying points to eliminate limitations up to a certain cost.  The reasoning basically is that if you save 8 points by having a -1/4 limitation on a power, then negating that costs 8 points.  A sort of floating limitation negator, as it were.  There are ones for concentration, gestures, extra time, etc, each one slightly reducing these limitations (or eliminating them).  The exchange is that it takes time and effort to set them up, they usually have a physical manifestation that can be molested to negate, and they take up a "spell slot" of which most systems only allow a limited number at a time.


 


INTONATION

EFFECT: negates the need for incantation in spells

Active Cost: 17           Range: Self

Real Cost: 4               Gesture: yes

Spell Roll: -2               Incantation: yes

END Cost: (4)             Side Effect: yes

Casting Time: Phase  Concentrate: ½ DCV

Focus: OAF 

Mysticism’s study of the nature of magic has developed this spell, a magic that eliminates the need for incantations in spell casting.  A string or cord ring at least a foot in circumference is enchanted when the spell is cast, and as long as it is left unmolested it floats by the caster, mimicking speech as if it were lips. If Intonation is miscast, the magic instead silences the caster painfully.

POWERS: Removes -1/4 worth of Incantation limitation from spells up to 40 points

MODIFIERS: Constant (+1/2), Costs END Only to Start (+1/4); Bonus (-1), Side Effect 3d6 stun only and silent 1 turn (-1/2), Gesture (-1/4), Incantation (-1/4), Concentrate ½ DCV (-1/4), OAF(-1), Extra Time Full Phase (-1/4), Physical Manifestation (-1/4) [+3/4; -3 3/4]

ACTIVE / REAL COST FOR OTHER MASTERY: 

Novice: 20 pts=9/2

Apprentice: 30=12/2; 50 pts=21/4; 

Journeyman: 60=26/5; 70=30/6; 80=35/7; 90=38/8; 100=44/9

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A detective spell, one I built to try to give a different sort of fantasy game than the usual monster hunting quest fest some options, but without totally spoiling mysteries.

 

LAST IMAGE
EFFECT: Shows images of the last few moments of a corpse’s life
Active Cost: 50                          Range: no
Real Cost: 6                               Gesture: yes
Spell Roll: -5                              Incantation: yes
END Cost: 5                               Side Effect: yes
Casting Time: 5 Minutes focus   Concentrate: 0 DCV full
Focus: the body 
Last Image allows the caster to show the last few moments of a corpse's life.  It is typically used to solve a mystery, such as a murderer.  The spell takes but a few moments to cast, but the caster is in a trance, the magic playing back the last living minutes of the corpse for all to see (images only).  Once the magic is done, the caster can act.  If it is miscast, a brilliant flash blinds the spell caster.  
For each step down the time chart past 1 minute looked into, there is a -1 PER roll to the roll for Retrocognition, it simply is harder to see and learn things further in the past.  The more successful the PER roll, the more clear and complete the images will be.
POWERS: Clairsentience (sight), Retrocognition; Images (sight)
MODIFIERS: Bonus (-1), Extra Time Five Minutes focus (-1), Side Effect 3d6 flash, 1d6 PER Drain (-1/2), Gesture (-1/4), No Range (-1/2), Concentrate ½ DCV full time (-1), OIF Corpse (-3/4) [-5]
IMAGES MODIFIERS: Linked (-1/2), Only what the corpse saw (-1), No Range (-1/2) [-7]
CLAIRSENTIENCE MODIFIERS: Only what the corpse saw (-1), Modified by time in the past (-1/2) [-6 1/2]
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It looked very complicated to get the aid to match any attack of any kind with any special effect.  Power Pool does it simply and clean.

Finishing Strike: (Total: 45 Active Cost, 8 Real Cost) Aid 5d6 (standard effect: 15 points), Attack Spells doing STUN and/or BOD damage (+1/2) (45 Active Points); One Use At A Time (-1), Only to Aid Self (-1), No Conscious Control (Only Effects cannot be controlled; -1), Conditional Power Only vs target at 1/4 BOD or STUN (-1/2), 6 Recoverable Charges (-1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 8)

 

 

Lucius Alexander

 

The palindromedary says if that seems too cheap and easy, we can do a version based on Trigger with a linked Detect STUN and BOD.

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Variable Effect is a flat +1/2 Advantage, and the 6th ed rule book gives "Any Attack Power" as an example.

 

One could also look at Deadly Blow (which this basically is a form of) and reverse-engineer it based on the suggested build based on Skill Levels.

 

Finishing Strike: (Total: 30 Active Cost, 10 Real Cost) +6 with a large group of attacks - Spells (30 Active Points); Limited Power Only to Increase Damage (-1/2), Conditional Power Only when target is at 1/4 BOD or STUN (-1/2), Costs Endurance (Only Costs END when Activated; -1/4), Gestures (-1/4), Incantations (-1/4), Perceivable (Detectable to magical senses or use of Analye Magic; -1/4) (Real Cost: 10)

 

 

Lucius Alexander

 

There's more than one way to skin a palindromedary, and a Variable Power Pool is usually not really the cleanest or simplest way.

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Well for the power pool you just determine what the power is and what it does.  With the aid, you roll dice to see how many points you get to work with, then determine the power and what it does.  Not exactly complicated, just one more thing to do.

 

Please look again. I used Standard Effect: 15 pts.

 

Lucius Alexander

 

As the palindromedary went up the stair, it missed a step that wasn't there

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Today's spell is a simple little ones for illusionists and other mages.  It marks the target with a symbol that glows, one that is easily seen at a distance, but only the caster can see it.  The victim may be aware the spell was cast on them but the mark disappears after a moment and is no longer visible to anyone but the mage.  There is a version of this spell that the caster can learn which makes it so the target is unaware of anything being cast on them at all.

 

MARKER
EFFECT: Places a mark on the target only the caster can see
Active Cost: 36            Range: 120m
Real Cost: 7                Gesture: yes
Spell Roll: -4               Incantation: yes
END Cost: 4                Side Effect: yes
Casting Time: Phase  Concentrate: ½ DCV
Focus: IAF
Markers are small, illusionary lights that are visible only to the caster.  They are useful for identifying a target no matter what form it may take, or even if invisible (since the Marker is not).  The Marker is effortless to retain but requires the caster maintain the spell continually.  This magic may be dispelled (if found) but otherwise is permanent.
POWER: Cosmetic Transform 8d6 (gives mark visible only to caster)
MODIFIERS: Improved Results Group (+1/2); Bonus (1), Gesture (1/2), Medium Range (1/4), Extra Time Full Phase (1/2), Concentrate ½ DCV (1/4), OAF (1/2), Side Effect 2d6 Flash, d6 Drain INT rec/minute (1) [+1/2; -4]
ACTIVE / REAL COST FOR IMPERCIEVABLE TO TARGET: 48/8
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And now for something evil.  This is the only spell in the Codex that can resurrect the dead.  Sort of.  The target is indeed raised from the dead but... its a transform, which wears off by healing body back naturally in the target.  So their corpse is transformed into a living person again... but then they die, again.  And the healthier they are, the faster they die.

 

NECROMANTIC RESURRECT
EFFECT: Raises target from the dead... temporarily
Active Cost: 67         Range: no
Real Cost: 7             Gesture: yes
Spell Roll: -7             Incantation: yes
END Cost: <7>         Side Effect: yes 
Casting Time: Hour  Concentrate: ½ DCV
Focus: OAF Blood
With their power over life and death, Necromancers can actually raise the dead...to a point.  A source of considerable pleasure to many a Necromancer is to bring a person back from the grave for a goodly sum, and watch the ultimate result of the spell.  Since the Necromancer's power is based from evil and death, their resurrection is more of a reanimation.  Yes, the formerly dead fellow lives again, and it really is them, they really are alive, with all their memories.  Unfortunately, the spell is a transform, and the way this transform can be removed is either by a dispel (no doubt a rude surprise), or by...healing, as it were. 
 
The points of the transform are 'healed' back over time like Body damage, and eventually, inexorably, the fellow dies again.  The ironic thing is that more healthy and vigorous people burn up and die faster.  The victim will simply feel worse and worse, have recurring nightmares of increasing vividness and length, and waste away, likely without knowing why.  Of course, the helpful Necromancer can do it again... for a fee.
POWERS: Severe Transformation 3d6 (Dead to Alive)
MODIFIERS: Improved Results Group (+1/2); Bonus (-1), Does not work on holy ground (-1/4), Uses BOD (-2), No Range (-1/2), Gesture (-1/4), Incantation (-1/4), Side Effect 4d6 Major Transformation (caster ages five years) (-1), Concentrate ½ DCV (-1/4), Extra Time One Hour (-3), OIF blood (-1/2) [+1/2; -9]
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Ah, that would explain why necromancers who have been around the longest are found in pairs. Each needs the other to cast this spell on a regular basis.

 

Lucius Alexander

 

The palindromedary asks me how they avoid that Side Effect catching up with them. Also, what happens if it's cast on the undead?

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I might misunderstand the improved results group but as I read the rules, transform turns "target" into "specifically changed thing."  So if this didn't have the improved results group it wouldn't make someone a resurrected individual, but the same resurrected thing each time.  So you wouldn't actually res someone, you'd just turn their corpse into a clone of the defined result.

 

Oh, and "bonus" is shorthand for a bunch of modifiers all spells in the Fantasy Codex share in common (its on page 27 of the Codex):

 

-1/2  Requires a Magic roll
-1/4  cannot be pushed, cannot use maneuvers with attacks, cannot be spread
-1/4  Spells may be noticed when cast with a Magic Roll as a perception roll, maximum of 1 spell run at the same time for each 5 INT.
These limitations results in a total limitation of -1 for the spell.  When the modifier “Bonus” is given in a spell it refers to this group of limitations.
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Today's spell is part of a rather wide array of shamanistic totems.  The magic enchants an item which, as long as the spell is maintained, grants the holder bonuses.  The totems are carved representations of various animals (in this case an Ox) and can be give to other people to use, like a gun or an armored hat.  Since the spell only costs Endurance to start, it is effortless to maintain, and because it is in an focus, it doesn't have to worry about range, but the magic has its drawbacks.  If the caster is stunned or knocked out, the spell ends.  Every spell cast in the Fantasy Codex magic system takes up a "spell slot" equal to INT/5, so there are only so many spells someone can keep active at once.  And of course the magic glows to anyone with second sight, alerting them to something going on, and possibly even attracting certain kinds of creatures in the world.  Each "totem" spell of this sort is built so that only one at a time can take effect on them.

 

OX SPIRIT TOTEM

EFFECT: Increases energy and stamina in any that hold the totem

Active Cost: 7           Range: no

Real Cost: 1              Gesture: yes

Spell Roll: -1              Incantation: yes

END Cost: (2)            Side Effect: no

Casting Time: Turn   Concentrate: no

Focus: IIF totem

The oxen are mighty indeed, able to work for hours without rest, toiling without complaint for its master.  The Ox Spirit Totem grants some of this endurance to the caster or another who bears the totem.

POWERS: Endurance +30

MODIFIERS: Costs END Only to Start (+1/4); Bonus (-1), OAF totem (1), Gesture (1/4), Extra Time full turn (3/4), Costs END (1/2), Lockout on other Totems  (-1/4), Incantation (-1/4), Side Effect 2d6 Flash sight (-1/2) [+1/4 -4 1/4]

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This one is a bit weird and complex to explain, but easy to use.  Phantom Weapon summons a magical psychic weapon that attacks the mind of the target with lethal force.  It is summoned out of the air and exists only in the mind of targets and the caster.  Creatures with no mind simply ignore the weapon.  Its built with an alternate combat value/alternate defense construction involving a "saving throw;" in this case an Ego roll on the part of the target.  If they "save" they suffer no damage.

 

PHANTOM WEAPON
EFFECT: Creates the illusion of a weapon
Active Cost: 37          Range: no
Real Cost: 6              Gesture: yes
Spell Roll: 4               Incantation: yes
END Cost: -4             Side Effect: yes
Casting Time: Turn   Concentrate: ½ DCV
Focus: OAF
Phantom Weapon creates an illusory weapon that can take any basic weapon form.  The weapon only lasts for a day and can only harm creatures that believe the weapon exists.  The spell takes a moment to cast and if it is not cast properly, Phantom Weapon instead surges in a blinding light.  
These Phantom Weapons look like a ghostly, bluish, slightly opaque, and glowing version of whatever weapon is desired.  Regardless of the weapon created, the weapons are either a 1d6 killing or 3d6 normal damage (either ranged or hand-to-hand). These weapons have no strength minimum but require fifteen strength per Damage Class to increase the damage due to the advantages on the damage.  Creatures with no Ego do not even perceive the weapons and cannot be affected by them.   All weapons are based on this template:
 
3 DC Attack Based on ECV, Does Body Damage, -1 DC damage per 1 point victim makes Ego Roll. (15 points at +2; -1/2)
 
The Phantom Weapon attacks the target’s mind, doing less damage the stronger the target’s will is to refuse to accept the illusion.  The Transformation requires 1 point to transform the air and 5 Body to give the weapon its powers.  The GM May rule that a successful Ego roll adds to subsequent ones.  Weapons created with this spell last only 1 hour after their last use in combat.  They appear to have physical presence but cannot be taken away and are not foci in the usual sense, and cannot be traded to anyone except once, by the mage.  
POWERS: Severe Transformation 2d6 (air to magical weapon) Standard Effect (6 pts)
MODIFIERS: Improved Results Group (+1/4); Bonus (-1), OAF (-1), Gesture (-1/4), Incantation (-1/4), No Range (-1/2), Extra Time Full Turn (-1 1/4), Concentrate ½ DCV (-1/4), Side Effect 4d6 Flash sight (-1/2) [+1/4; 5]
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