Now that the FTA!GN! manuscript is done and submitted for editing (and I once again have some time to participate a bit on theRPGsite), I once again picked up my thoughts I had kicked around for a while about a conversion of "The Dark Eye" to FTA! I won't bore you with details on a game that could never cut it in English language, but I see a lot of bits in FTA! where it delivers what TDE tries to accomplish, while it fails on a mechanical level (what shouldn't surprise as both were originally built on OD&D/early AD&D1 as foundation).
Of course there will be a lot of bits that need to be changed to reflect the setting, but most should be easily done by simple removal and straight conversion (remove monsters unfitting to the campaign setting, add some setting-specific monsters, remove alignment as Chaos-vs-Law doesn't play a role in TDE etc.)
What bothers me most is a conversion of magic and of clerical stuff.
The usual spell-slinging isn't a problem - most TDE-spells have their equivalent in FTA, and it wouldn't be too much trouble to invent new spell lists and to re-arrange existing ones to reflect setting-specific traditions of magic.
What bothers me mostly are class-specific abilities and clerical stuff at all which are important to the setting, but blow by blow:
Class Abilities: Rituals
Some classes (Witches, Druids, Shamans, Sharisads (oriental belly-dancers with magical dances)) have access to lengthy rituals that can't be used in combat. Moreover, to Shamans and Sharisads it's the only shtick available (they only have their class-dependent rituals and can't learn usual spells at all), while for Witches and Druids it's an important part of their role in the setting (they are shunned by the general public and have to use magic secretly, more as a power behind the throne than as open fireball-slingers), so I'd consider it as important for a faithful setting conversion.
Druids, Witches and some Shamans have also access to rituals for which they don't need LOS to their target, but where a representation of the target is plentiful enough (hair bangs, finger nails, blood drops - the whole Hollywood voodoo stuff).
Of course it wouldn't be to tough to create spell lists, where all or some of the spells are considered as rituals, and which are restricted to be only teached inside their magical traditions, but I doubt that it would be balanced. Wizards generally lack the skills and the pure combat power to be of use in combat with regular stunts and attacks, so they need their combat-usable magic to be of any more use than as a poor man's Rogue or Warrior.
Or would it be more sensible as a meta spell list that is just used in conjunction with reular spells, similar to the Rune Magic List?
Should the ritual-only wizards Sharisads and Shamans be a class of its own, that in exchange for the lacking brute-force spells has more skill points, as it would otherwise be utterlessly useless in combat? (Maybe a variant of Rogue-Wizards, or Warrior-Wizards for more straight-forward Shamans?)
Class Abilities: Enchanted Signature Items
Many classes have their magical signature items, like the Magician's Staff, the Witch's Broom or the Druid's Golden Sickle.
They aren't just parade items or generic magical items - they are personally bound to the caster, the caster starts with them, and the caster can upgrade his signature item with rituals to convey it certain powers at the cost of permanent magical energy. (E.g., the 5th Staff ritual allows the Magician to transform his staff into a autonomously fighting flame sword, the 2nd Golden Sickle ritual allows the Druid to put his sickle once per day into earth to instantly regenerate hit points, while the Witch's broom has exactly one power that it already starts with - flight.)
In short, they are an integral part of the character and as personal power of the PC is invested into it, they are more precious than money could be, so it would reflect the setting poorly if they were handled as fluff or as common magical items.
How to reflect this in FTA!? Spell lists centered around a signature item, where it is needed to use the powers in question? Or is there anything in level progression that could be sacrificed to gain a upgrade for the item in lieu of character progression, to reflect the cost of permanent magical energy? (Skill points maybe? Or attribute points?)
Class Abilities: Familiars
Two classes (Witches, Dwarven Druids) have access to familiars - small pets that serve the caster, have some minor magical powers and also gain levels at a slow rate (although they should only fight in emergencies - even on high levels they are wussies that would have trouble to tackle an orc in a one-on-one fight).
How handle them? Just add them as a freebie to the class-variant in question? Or should there be a small cost attached, like a 1st-level-spell to bind and enchant the familiar, or the sacrifice of a skill point to get him?
Clerical Magic
I do know the way that FTA! handles clerical stuff, and I think of it as sensible for a more Sword&Sorcery setting where gods are mostly absent and where priests are either ordinary men with nothing but faith, swindling charlatans or actual wizards, but it won't cut it for the TDE setting. Herein, the gods are clearly existing and aiding their priests - and the way in that the aid comes is very different from magical spells.
The TDE rules give them just Karma points, which measure their faith and their standing to their god of choice. They just use it as a resource to do an ejaculatory prayer, what boosts their rolls massively and allows them to perform some epic feats to escape life-threatening trouble or face massive challenges that is out of range of normal skill usage, like Jumping over 30' gaps or Intimidating friggin' demons away from a place they haunt. They just have enough points to do this 1-3 times per adventure, what brings with it that it is only used as ultima ratio when ordinary skill and faith won't be enough to survive and further their conviction.
On high levels they also learn to summon the Celestial Artifact of their god to solve a single problem, for massive Karma costs.
Moreover, once in his life every priest can work a Great Wonder, a freely narrated large-scale miracle that can and will just decide a whole battles without any roll (and has done so in the setting history). This costs nothing as it all comes from the god, but is only granted once in life.
It wouldn't be to tough to convert that - let's create a Rogue option "Priest" that rather than the Assassin's sneak attack, the Thief's thievery bonus or the Lore Master's lore bonus gets access to Karma points for use in ejaculatory prayers. The only trouble are more martial priests like priests of the War goddess or members of martial orders - maybe as Warrior-Wizards who replace their access to spells with the effects of the Priest option?
Karma Points start at 15, are raised by d6 per level, each ejaculatory prayer adds 3d6+7KP to a single roll after a successful Religious Lore check, and they are regained at the start of an adventure.
Access to Celestial Artifacts demands a high enough level (level 10?) and a quest of its own. Summoning it costs 6d6KP and demands a Religious Lore check (DC25).
A Great Wonder could probably just be included as a freebie, as it will only work once in the characters life. The only necessary change could be to allow it only to a priest who has already achieved 2nd or 3rd level - else, Great Wonders could become too commonplace as noob priests use them to bail out the party, die, and the new priest character has once again access to it. (TDE starting characters are way more durable than in FTA or OD&D, so it isn't an issue there - in FTA with its frail beginners, it might be.)
I have most hope for familiars (how many NetHack characters would have suffered an early YASD without their trusty cat or dog?) and enchanting signature items (classical stuff for RPG compendiums) that FTA!GN will address them, but if Pundit has some ideas on the other stuff it would also be welcome. I'd especially appreciate to learn if it would be better to wait for FTA!GN before tackling the conversion, if it solves some of the issues I have.
And of course, everyone should feel free to comment on my thoughts (although with Set the only other one with knowledge on both FTA and TDE is currently gone).
Ah, after having failed at searching a couple of times, I re-found the planned table of contents (http://weblog.xanga.com/RPGpundit/646245948/item.html) for FTA!GN! (of which I assume it's still fairly accurate), and "Notes On Classes" and "Spell Lists and Their Roles" sound like I should better wait with tweaking classes and spell lists until I get ahold of the book.
Still, I'm curious if my handling of TDE priests as Rogue/Warrior-Wizard variant works without being too unbalanced to either side, and if FTA!GN! will have anything on ritual magic, familiars and magical signature items (and their use as class-variant-specific boons) as elaborated above, or if I should anyway make up something myself while I wait for FTA!GN!.
I really don't know how to answer most of this, because I really have zero experience with DSA.
The FtA!GN! sourcebook will contain some material that might give you some more clues, though I doubt it will provide the answer to all of your issues.
RPGPundit
I'd actually be surprised if you had _any_ first-hand knowledge of TDE :D Maybe I'm too unclear in my descriptions, and should probably just go ahead and present the concrete results when I'm in an advanced stage of converting, so that it's more clear for TDE ignorants and easier to criticise.
And it sounds finally like I should wait for FTA!GN before doing any serious work on it... Can't wait to get my hands on it :)
It will probably be yet some months until FTA!GN is out, but that doesn't have to hinder me from working on that conversion where it's easy...
I'll start with the Sharisad class, as it's easy to do as a spell list intended for Rogue-Wizards:
Sharisad Spell List
The famous magic of the gifted Tulamidian belly-dancers, the Sharisadim. In addition to the individual effects of each dance, these dances give onlookers the impression to hear fitting music and fills them with the impression to be witness of an awe-inspiring and fascinating wonder.
This spell list is logically only accessible to women from Tulamidian or Novadi culture, which includes foreigners raised in it (e.g. exotic harem slaves). The usual practioneers are Rogue-Wizards who focus on DEX, CHA and Performing: Dance in lieu of the classical magic-user stats. Real Wizards and other Rogue-Wizards find the different demands of this list usually too frustrating to bother with it, and likewise Sharisadim usually refrain from learning spells from other lists.
Notes:
- Sharisad Magic takes long to be worked. Unless otherwise noted, each dance takes 15 minutes. With a successful Quick-Casting check, the dance is accelerated to a point where the effect takes place within 1 minute (10 rounds) which is still too long for most combats, but might be quick enough for other pressing situations.
- Unless otherwise noted, every onlooker is affected by Sharisad spells, regardless of if the Sharisad can see him or not. The onlooker needs to be able to see, though - blind(ed) creatures are never effected.
- Spell level limits are based on CHA, not INT.
- Quick-Casting check: ACT DEX + Performing: Dance
- Spell Completion check: PAS CHA + Performing: Dance
1 Dance of Joy
This dance heals 1HP of each onlooker.
2 Dance of Images
This dance creates illusory images of whirling, abstract colors and shapes that affect the emotions of the onlookers to either delight and sooth them, or to frighten and depress. It can neither be used to re-create concrete scenes or images nor to mind-control people, but the delighting effect will give +1 to all social checks (including morale checks and certain stunts), while the depressing effect will give -1 to the same rolls. This effect lasts for 1 day.
3 Dance of Encouragement
This specialized version of the Dance of Images fills the onlookers with courage and self-conciousness, resulting in +1 to melee rolls, morale checks and resistance against fear effects (like certain spells and monster abilities). This effect lasts for 1 day, and it can be stacked with a delighting Dance of Images.
4 Dance of Great Joy
This improved version of the Dance of Joy effects only one person. If successful, it heals up to 10HP and all poisons and diseases. Apart from the 10HP, it won't heal any existing damage from poisons and diseases (like attribute loss) - these must heal naturally.
5 Dance of Redemption
This dance ends mind-controlling and distressful spells and monster abilities. It effects only one person.
6 Dance of Truth
This dance works instantly. As long as the Sharisad dances it, she can read the mind of every onlooker. The onlooker may resist with PAS WIS + Sense Motivation once; thereafter, the Sharisad can either read his mind or can't for this dance, without any further roll.
7 Dance of Love
This dance works instantly. Every onlooker has to resist with PAS WIS + Sense Motivation; if he fails, he falls in love for the Sharisad. She has no control over the enchanted victims though, which won't directly harm the Sharisad for the duration of the spell, but may yet be unpleasant admirers. This spell lasts for 1 day.
8 Dance of Wisdom
This dance raises the INT and WIS of all onlookers by 1 for one day. Moreover, it gives them for 1 hour the ability to distinguish between truth and lies in speech, making them especially immune to stunts based on trickery and bluffs.
9 Dance of Untouchability
This dance creates an aura of awe and untouchabilty around the Sharisad, which even seems to affect both magical and natural missiles. It results effectively in a natural DR of 9, which lasts for 1 hour. This spell can and will only work on the Sharisad herself.
10 The Endless Dance
This dance works instantly and combines elements from every other Sharisad dance. Every onlooker must pass a PAS WIS + Sense Motivation roll each round that the dance is performed, or he falls into a deep trance where the dance seems to go on endlessly, without any ability to perceive or interact with the outside world in any way. The targets count effectively as Unconcious and won't even awake from their trance if they get attacked or moved. This spell lasts for 3 hours, assuming that the targets survive their helpless state without being slaughtered.
In addition to the usual problems of spell lists (order of spells, power level of the exact effects, inclarities etc.), I'm wondering if it's a problem to change the used attributes and the used skill for a spell list, as it doesn't happen elsewhere in FTA!
Of course it makes Sharisadim utterly useless or expensive if they want to expand their abilities to other lists, or if other magic-users want to learn Sharisad magic, but that's actually the point of it.
I think that was a really interesting spell list, and I don't think there'd be a particular problem with altering the attributes used.
Cool start to your project there!
RPGPundit
Thanks :) In regards of style, Sharisads are indeed unique and interesting.
System-wise, they are one of the most sucking classes in TDE, but I have hope in FTA! as a Dance skill can there be actually useful in stunts. I'd imagine them as scantily clad saber-toting chicks who whirl through the frontlines to be everywhere, rally their side like cheerleaders in the back row and circle around their enemies on the front-line to stun and confuse them, while the heavies among the other PCs take them out, with the bonus of some magic tricks in strategical prep of dungeon-crawls and in less pressing adventuring situations like on a nobles court.
Now to another part that can be done without FTA!GN!, the general rules changes to reflect the setting better:
- Alignment is discarded.
(There's some bit of Law vs Chaos in the background of the TDE planes, but neither does it play a serious role in the actual Plane of Mankind itself, nor is it the defining conflict in the background. There also aren't any other abstract principles at stake in an overarching conflict, so alignment is as best completely ditched for a faithful conversion. Aventuria doesn't anyway have any champions of higher powers apart from ordained priests and evil arch-demon pactioneers, who become that way more by training than by fanaticism.)
- The injury table isn't used.
(The TDE setting is a more light-hearted setting with clean violence than the S&S feeling that FTA! aims for, and maimed extremities or lasting injuries would clash with that.)
- The magic fumble table isn't used. Instead, twist the aimed effect for humorous or opposite results, like turning a magic missile into a ranged healing spell, or teleporting just the wizards clothes but not him if he fumbles a teleport spell. It should be avoided to directly kill or damage characters with magic fumbles, although worsening their situation and consequently endangering their survival is fine.
(TDE magic is more a light-hearted technology replacement than the sinister power of chaos, and the above is about identical to the magic fumble advice in TDE.)
- When a failed spell would make a caster Unconscious, he's instead Stunned for the same time.
(The TDE fluff describes wizards with depleted magical energy as pumped-out, head-aching and stressed, not as unconscious.
To reflect this status by the Stun status seems about right.)
- The Untrained Penalty for wearing Armor applies also to magic usage. This penalty can neither be ditched nor lowered by being trained.
Iron weapons above light weapons also create a magic usage penalty equal to their damage value. This penalty explicitly doesn't apply if weapons without or only minimal iron are used, like spiked clubs, spears, scythes or staffs.
(A vital point of the setting is that wizards suck when they don iron armor and generally suffer more from wearing armor than similarly untrained worldly characters, what is reflected by the increasing penalties. There's also the reasoning to balance out the lack of threatening magic fumbles a bit.
The weapon penalty is mostly setting simulation as the above principle applies also to iron weapons, so that wizard PCs have an incentive to actually stick to typical MU weapons rather than camouflaging themselves with two-handed swords. And if they tote such stuff to hide their abilities, it's a serious sacrifice - they still have the choice to do so.)
Time for a post on the RPG boards once again before the Euro Cup thread turns me into a brain-eating Tangencite :D
And I even get constructive with my take on TDE witches in FTA rules. I hope I get across how I imagine the witches - as scheming, bitchy wenches that don't take shenanigans and can be devastatingly powerful, but have to rely on thoughtfulness and skilsl to bring their magic to the full potential and on their magic to get the max out of their mundane assets.
A familiar for instance is a useful asset for spying, transmitting curses and its senses, but with their low HP and HP progression the witch has to be careful when, how and under which circumstances she takes them to frontline, and especially later when devastating area effect spells as Windstrike and Ball Lightning enter the battlefield and make it difficult to shield the familiar from trouble.
Or the fact that I've put the ability to cast permanent curses way before the ability to sling curses spontanuously. The first one massively enhances the way of the witch in the existing angle as a thoughtful, planning and indirect bitch, as she now can't just put a curse on someone, but also combine it with a geas to force people to do something, to lead them into traps or to teach them something through the deed they have to perform, and all these special possibilities depend on her homework of laying the foundation by her mundane skills to create the right kind of situation.
To curse spontanuously OTOH on Lvl9 completely changes the game-play for her as all of a sudden a whole spell list becomes usable in combat, but she yet keeps her own flavour as Lvl9 spells are tough to cast and she has to think well before doing so thoughtlessly.
It's also intended that curse-enhancing spells are within the Witchcraft spell list and not the Witch Curse one. That way I make it a favourable decision to start a Witch Wizard with the two defining lists rather than a hodge-podge of Witchcraft + something else, which better reflects the isolationist attitude of this tradition towards other forms of magic.
A player _could_ still choose otherwise, but he does sacrifice a bit if he steps out of the norms of the tradition that way.
Enough chatter, the two converted lists and rules fpr familiars, hopefully also of use for other FTA games...
Witchcraft Spell List
The secret and despised magic of the predominately female Sisterhood of Satuaria lacks in the brute force department, but can be one of the most powerful in the hands of a clandestine and precautionary witch.
As most witches work their magic secretly and keep an inconspicuous cover identity, the usual practioner of this spell-list is a Rogue-Wizard, although the occasional pure Wizard isn't unheard of.
It's almost impossible to learn for those not born into it, and spells from this list are almost never found in spellbooks or on scrolls.
Note: Spell level limits are based on CHA, not INT, and quick-casting is done with CHA instead of INT.
In addition to the actual spell effects, practioners of Witchcraft can recognize each other by looking deeply into their eyes without any roll required.
1 Enchant Broomstick
This spell can only be cast at a witch-meeting on solstice and makes a wooden item capable of flight. The spell is cast once to create this quality until the next solstice. During this time, flight and "stand-by" status can be evoked at will by the witch, but the witch may only maintain one such item at a time.
The aircraft may carry the witch, her familiar and her personal equipment, but no additional people. While flying, the witch moves with 100' per round and can increase this figure as usual by stunting. She's incapable of casting spells while in the air, and needs both hands to stick to her aircraft and to control it. Difficult manoeuvres (including entering melee combat) require an ACT DEX Acrobatics or Riding stunt.
While the item is enchanted it counts as magical weapon for purposes of vulnerabilities, but doesn't grant any bonus apart from the damage for the mundane item itself.
Although the spell is traditionally cast on a broomstick, it doesn't have to be – every mostly wooden item works. Staffs, pitchforks and scythes are also popular choices for travelling witches who want to combine inconspicuousness with combat utility, while settled witches prefer more comfortable aircrafts like barrels, milking stools or beds.
2 Bind Familiar
The witch binds a single small animal permanently to her as a familiar - allowed are cats, owls, ravens, snakes, moss apes and toads.
The familiar is soul-bound to the witch, and while he keeps his own will and instincts, he usually follows requests by her and is ready to defend her with his life. The spell extends the life span of the familiar so that it can't die naturally as long as the witch lives, makes the familiar capable of understanding (but not speaking) human language, creates a telepathic channel between the witch and her familiar, allows it to level up and gives it some minor magical tricks - see the "Familiar" entry in the monster section for more detail.
The witch may only have one familiar ever in her life. If the familiar is ever killed or otherwise lost, she can't replace it. Moreover, if the familiar ever dies, the sudden loss of a part of her soul costs the witch 1 level.
Familiars who lose their mistresses fare even worse. They fall into a lethargic, mourning stage, deny their basic need for food and die within few days.
3 Levthan's Fire
This spell can only be cast at night-time. The victim falls in sudden, burning love with the witch, and soon beds her vividly. The victim can resist with a PAS WIS check, although it might decide to don't do so.
During this time, the witch has the victim twisted around the little finger and controls how the lovemaking goes. If she decides to get coddled, she may drain HP from him, including his daily regeneration, although she can't bring his HP below 1. She can also decide to serve her victim and donate her own HP to him, to the same conditions as above.
Whoever ends up in the serving role under the influence of Levthan's Fire is next morning stunned for 2d6 hours unless he makes a successful PAS CON check against the spell.
4 Permanent Curse
If this spell is cast in conjunction with any Witch Curse, the curse works permanently, and any try to break the curse (like Dispel Magic) suffers -6. Saving throws to overcome it after the initial saving throw failed aren't allowed.
The witch must however name a deed that the victim can accomplish to shake the curse off. This deed can neither be impossible nor suicidal, but it is absolutely fine if it's dangerous and/or humiliating.
The victim will automatically learn the necessary deed by fitting means like nightmares or voices in the head without the witch interfering, although especially with curses with educational or avenging intent many witches enjoy to deliver the message themselves.
The witch usually chooses a deed that's highly dangerous and difficult, something the witch wants to see accomplished, or something both educational and humiliating, depending on whether here goal is to avenge herself, to find someone who does a task for her, or to teach a lesson.
It's explicitly possible to create a dormant permanent curse by naming a deed that mustn't be accomplished, like "don't tell anyone that I'm a witch". In this case the curse won't apply until the forbidden deed is done, in which case there's no way left to shake off the curse, as the victim already had its chance (except by magic and miracles, of course).
5 Witch's Knot
This spell creates an illusionary barrier combined with a fear spell that covers level x 5 square feet. The barrier must start adjacent to the witch, but may have every shape and extend from there on everywhere she wishes. The barrier may be of any kind, from flame circles over poison-dripping thorn hedges to ravines from which claw fingers grab for passers-by.
Everyone wishing to pass the barrier must make an ACT INT check to disbelieve. If he fails, he not only moves back, but he also enters fully the area of the fear spell and must make a PAS WIS save. If this roll is also failed, he panics like from being intimidated.
The barrier lasts for 1 minute/level.
6 Summon Crows
The witch summons a number of crows equal to her level. Their stats are as following:
HD: 1
HP: 1
Speed: 1
Combat: 1d6
ACT: half level of witch
PAS: witch's PAS
Special: move 30', immune to intimidation
They usually serve as cannon fodder to hold back enemies while fleeing or to help versus unmanageable odds. They'll fight until their death, but at most 10 rounds before they fly off.
The crows might be replaced by other small animals without stat changes, including bats, snakes and small swarms of hornets.
7 Great Need
The witch must be directly adjacent to her foe to use this spell. If he fails a PAS WIS save, she might instill him with a sudden strong need for a certain behaviour, thing or person, and he'll risk anything to get it except his life. Everything else becomes subordinate to the new need.
This spell lasts 5min/level. After it ends, the victim has to pass an ACT INT check to realize that he was affected by a spell.
8 Witch's Spit / Witch's Gall
This spell turns the saliva of the witch into a potent medicine. Orally applied to the patient's tongue (i.e. a deep kiss), it heals 1d6+Level HP per turn.
The witch may alternatively turn her saliva into a potent poison, the so-called Witch's Gall. If she manages to apply it orally to her victim, it does 1d6 CON damage per round that she applies it, without a saving throw possible. She can also try to spit it on her target – it has a range of 10', no damage bonus and does 1 CON damage in addition to the missile one.
The saliva keeps its changed condition for 5 rounds.
9 Curse in Rage
This spell allows to cast Witch Curses spontaneously without ritual prep. Directly after a Curse in Rage is spoken, the witch can use the same phase to cast a curse against her target. If Rage in Curse was quick-cast, she doesn't need a second quick-casting check for the actual curse.
This can be explicitly combined with Permanent Curse, although this one must be followed up in the consequent round rather then in the same phase.
10 Pandaemonium
One of the very few blatant witch spells. If successful, an area of Level x 100 square feet develops cracks leading to the demon plane, emits sulphuric odour and is covered in claw hands, tentacles and fanged mouths grabbing blindly for their foes. To enter this demonically infested area an ACT WIS check is required, or else the victim suffers from the same effect as from a failed morale check. If the Pandaemonium zone was already cast at where the victim stands, it has to make the saving throw too.
Movement through the Pandaemonium zone is halved. Each turn inside the Pandaemonium zone inflicts automatically 5d6 damage and allows the demonic presences to perform a grab stunt with 3d6+level, which must be resisted with ACT STR or ACT DEX. If the demons win the victim is grabbed and pinned to the ground, suffering the usual damage next round. If a grabbed victim can't break free in the consequent round, the demons pull it through one of the cracks and it ends up on the demonic plane!
Familiars
HD: 1
HP: 1d6
Speed: 1
Combat: 2d6+2
ACT: +4
PAS: +4
Special: Move 30'
Familiars are small animals bound by witches. They are rarely encountered alone, and even then, their mistress is often nearby.
The life span of a familiar is extended so that it can't die naturally as long as its mistress lives. A familiar is capable of understanding (but not of speaking) human languages. There's a permanent telepathic channel between a witch and her familiar.
Familiars are capable of some minor magic tricks. They may always find and track down their mistress through the telepathic bond, and the bond is strong enough that they might even re-find lost items from the inventory of the witch (ACT DC15 +1/mile difference). They might lend their superhuman sensual acuity to their mistress (giving +2 on fitting perception rolls), and their mistress might see through the sense organs of its familiar at will (e.g. to observe someone as the cat inconspicuously follows him, while the witch is 2 miles away in the tavern).
Finally, a familiar can read the true emotion of someone who talks with the witch, if the familiar can beat the target's PAS CHA with his ACT. They aren't capable of finding out concrete thoughts, plans or intents, though.
- Cats: Cats see well in the dark and have sharp ears. Cats can negate 100' of falling damage like under a Featherfall spell, and are damn sneaky (+2 at sneak checks). They have an amazing reaction (initial Speed 3).
- Owls: Owls have good hearing and see perfectly well in the dark, but are tough to awake during daylight and even then groggy and distracted (-2 to all checks). They can fly fast (flying 80', walking 10') and quiet (+2 to sneak), and their flexible feet allow them some unexpected tricks like turning keys in keyholes.
- Ravens: The holy birds of the god of death have a very sharp sight. They can fly fast (flying 80', walking 10'). As they are rumoured to be messengers of death, their presence alone often creates fear in the hearts of his foes (+2 to intimidation checks of the raven's side versus humanoids). Ravens also have the vocal cords to use human language, which makes them great messengers and widens their possibilities of stunts
- Snakes: Snakes have an extremely good sense of smell. They aren't exactly fleet-footed (move 20'), but are great at waiting motionlessly for a foe (+2 to hide checks) and striking him swiftly (initial speed 3). They are mildly poisonous (PAS CON DC10 or CON-1 after successful strike), and as the holy animals of the goddess of magic they tend to deal well with it (+1 to all checks to work and resist magic).
- Moss apes: These small guenon-like apes from the south of the continent lack any special senses, but have the thumbs to throw fruits and small stones accurately (ranged weapon, damage+0, range 10', may attempt stunts this way) and are skilled little burglars and thieves (+1 to all "Thief"-y checks like a Rogue with the same option).
Traditional witches seldom use them – they are mostly bound by witches born into carnie families, although some southern witches with a pirate background are also rumoured to put them to good use.
- Toads: Toads are slowly crawling beasts (move 1') incapable of actively stunting and participating in melee, and therefore usually carried around in a small basket to keep them up despite their slow pace and helplessness.
What redeems them is the power of the Toad Strike, which might be invoked once per day to deal 1d6/level damage to every foe within 10' by sudden charges of magical energy. Moreover, they are also more skilled in other magic tricks: They sense magic naturally with their tongues like a Detect Magic spell, they can seemingly merge with the underground to hide themselves (+10 to hide), and they can reactively cast one Witch Curse of their choice of a level up to theirs at a single enemy striking successfully at them in melee. This may also happen posthumously in case that the toad is slain.
Advancement of familiars:
Like characters, familiars progress in level. With each level, their HD rise by one, and their stats change as following:
HD +1
HP + 1d3
Speed +1/4
Combat +1/3
ACT +2/3
PAS +1/2
Witch Curse Spell List
The even more despised curse magic of the Sisterhood of Satuaria deviates strongly from the usual straight spell-casting.
Note: Caster must know Lvl1 Witchcraft Spell Flying Broomstick to be able to learn from this list, as it is only teached at witch meetings unreachable without flight.
Spell level limits are based on CHA, not INT.
There isn't quick-casting with Witch Curses.
Without the Lvl9 Witchcraft spell Rage in Curse, the witch can't use Witch Curses in combat. Rather, she has to perform a ritual of 10 minutes.
Usually, she casts the spell on her familiar and sends it out to seek the victim. As soon as the familiar sees the victim or crosses its path, the curse is started.
She may also use a body part of her victim (hair curls, blood drops, finger nails etc.) to channel the curse through it. This may be performed from afar.
Finally, she may cast the curse on an item. The first one to touch the item (regardless of friend or foe) will suffer from it.
1 Bad Luck
If it fails a PAS DEX check, the victim suffers -1 to all checks and generally attracts unlucky situations like ill-tempered town bailiffs, dropped plates or carriages rushing aside of it and splashing it with mud.
It may make a PAS DEX check each day to overcome it, unless it's a Permanent Curse.
2 Sprouting Warts
If it fails a PAS CHA check, the victim suddenly develops hairy, big warts. During this time, it suffers -2 to all rolls as it suffers from self-revulsion and can hardly think of anything else but its disfigurement, and even -6 to all social rolls.
The victim may try each day to break the curse with a PAS CHA check, unless it's a Permanent Curse.
The warts can be replaced with another disfigurement, like a big nose as in the fairy-tale of Little Longnose.
3 Witch Shot
The victim has to pass a PAS STR check. If it fails, it suffers from a sudden surge of back pain, and all DEX, STR and CON drop to -5. A PAS STR check can be done every hour to regain one point of every attribute until they are back to their old state.
This spell can't be cast permanently.
4 Fear of Fire
The victim has to pass a PAS WIS check, or it develops fear of fire. It suffers -1 to all checks in the presence of fire (including torches, candles and lanterns). If threatened or attacked with fire, it has to make a morale check (even if it would normally be illegal at this time) and suffer -6 on it; even if it is successful, it suffers -6 to resist the attack (as on its melee roll if it's smacked with a torch). If the victim tries to fight with fire as with Flame-Shaping spells, torches or burning arrows, it also suffers -6 to its checks.
The victim may try each day to break the curse with a PAS WIS check, unless it's a Permanent Curse.
5 Eat Gold
The victim has to pass a PAS CON check. If it fails, from this day on every food it touches or even tries to eat will permanently turn into worthless pyrite. Each week it loses 1 CON, until its CON drops to -6 and it dies. It can try to overcome the curse with a PAS CON check each week, unless it's a Permanent Curse.
The fool's gold may be replaced by other inedible and worthless substances as granite.
6 Blindness
The victim has to pass a PAS CON check. If it fails, it turns blind, with the same effects as in Spellcasting Fumble Result #13.
It can make a PAS CON check each week, unless it's a Permanent Curse.
7 Death Curse
The victim has to pass a PAS CON check, or it suffers 1 point of damage. It has to repeat the saving throw a minute later, each time suffering doubled damage (2, 4, 8, 16, 32 etc.) One success forces the damage to sit out for 1 minute. If the consecutive roll fails the damage starts again with 1; if the second saving throw is also successful, the curse is overcome.
This spell can't be cast permanently.
8 Hailstorm
In an area with a radius of up to level x 300', massive rain of hail rains down for one hour. Everyone outside during this time except for the witch suffers 1 point of damage per turn.
Moreover, the curse destroys all non-stone constructions (like huts, carriages or palisades) if they aren't removed from the area of effect within 5 minute, and all crops will be destroyed and all soil will be spoiled for months after the hail ends.
The curse can't be cast permanently.
The hail might be replaced with weirder precipitation, including hot ashes, salt, frogs, blood, fishes and rats, although this makes clear that there's witchcraft at work.
9 Cripple
The victim must pass a PAS CON check, or one limb (arm or leg) by the choice of the witch withers and shrivels beyond recognition, making it unusable.
The victim can try a PAS CON check each day to overcome the curse, unless it's a Permanent Curse. If successful, the limb regenerates within 3d6 days.
10 Demonic Hunter
This curse summons a 16HD Demonic Hunter, for exactly one command: Track down the victim and kill it slowly and cruel.
Use the stats of the Elemental and add the following specialities: Move 80'; DR6; immunity to non-magical weapons, fear, illusions and charm; can cast Illusion and Telepathy Spell List up to level 9; can raise the dead as Zombies and Skeletons and keep up to 10 of them; anyone hit in melee by it loses 1 level.
It usually uses its powers to stalk the victim for a while and to read its mind. After it has a good picture, it begins to destroy its reputation, to terrify it with illusions, to turn its allies against it with telepathy and to use its necromancy powers to either force it to fight its dead beloved ones or to simply harass it.
Within 1d6 days, the cat gets bored of the play and strikes to kill the mouse. Even then, it will take its time to slowly drain the victim's levels, taunt it and vilify it by changing its appearance permanently to something humiliating like a handmaiden, and to lead it with telepathy (or preferably intimidation) to self-deprecating acts. The Demonic Hunter is rather willing to die unsuccessfully then to kill without its inhuman style.
The usual curse is overcome by killing the Demonic Hunter once (although the curse might be re-cast). If the curse was cast permanently, the Demonic Hunter will return each new moon and gain 1HD at a 5-6 on 1d6, making it slowly stronger and stronger until it can overcome the victim by sheer force or luck.
The project ain't dead, I'm just currently more a jock then a nerd with the Euro Cup running, so no time for RPG stuff :D
I managed to work on another Spell List though... TDE uses six elements (the 4 classical ones + ice + humus), so I need to split the Cold/Water Shaping List.
I'm yet thinking about some effects for the Ice Shaping list, as well as minor twists to Earth Shaping and Druid Spell List to turn them into a Rock-Shaping and a Humus Shaping List.
Maybe something comes up during next week, as the first evenings without Euro Cup games begin...
Water-Shaping Spell List
Kept effects from FTA!:
2 Fog
3 Purify Water
4 Create Water
5 Water Walking
6 Wall of Water
9 Water Storm (Ice Storm => Tsunami/Heavy Water Storm with same effects as Ice Storm)
10 Summon Water Elemental (not Ice Elemental!)
The following spells are new:
1 Touch of Rust
This spell enchants the weapon that the caster currently wields for 2 rounds/level. If he manages in this time to touch the weapon of a enemy with his own (either by a stunt or by drawing in melee), the weapon of the enemy corrodes by losing one point of Damage per round until it's down to +0 and decays permanently to dust.
Magical weapons are immune to this spell.
7 Fog Body
The caster turns to a cloud of fog for 1min/level. He moves with 20'/round through all three dimensions and can squeeze through even the tightest openings (including those under doors). During this time he can't be harmed except by magical weapons or by magic, but can himself neither attack, use equipment nor cast spells. He can stop the spell before it would run out.
8 Fog Monster
This spell creates a monster made of fog, with HD up to the level of the caster. The fog monster can only be harmed by magical weapons and magic, but suffers doubled damage from fire.
It doesn't have any magical properties as the paralyzing gaze of the Basilisk or the magical abilities of the Hag, but "natural" assets as Damage Reduction apply.
It can only move up to 15' from the caster.
The monster remains for 1 round/level.