Chronomancy Spells the Following Spells Are Usually Considered Chronomancy
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Zeichen Der Zukunft. Wahrsagen in Ostasien Und Europa / Signs of The
In the Empire of Signs: Predicting the Future in the Chinese-Speaking Cultural Realm : 相之國度 漢語文化圈中的預測與未來導讀 — Michael Lackner 52 The sinologist and novelist Jean Levi has called China ‘the system that combined the Ten Heavenly Stems (tiangan ) 天干 civilization of divination par excellence’.1 At least in the and the Twelve Earthly Branches (dizhi ) to create a 地支 quantitative sense this is very likely true. If we understand cycle of 60 different dates. This cycle was later applied to divination as an attempt to uncover what is hidden not only years, months, and finally hours. Over the course of time in the future, but also in the past and present, then there certain qualities were assigned to these combinations. For is probably no other culture that can rival the sheer variety example, these could apply to physiological phenomena, of Chinese methods for mastering fate and managing con- such as tinnitus (cat. 73, 74), to the selection of the propitious tingencies. time for an undertaking (cat. 56–58), and to horoscopy (cat. 52). This last, most common form is based on the combina- Classification, Calculation, Interpretation: tion of Eight Characters (bazi ) and the corresponding 八字 The Scope of Divination ‘Heavenly Stem’ and ‘Earthly Branch’ for the year, month, day, and hour (cat. 51). In this context we can speak of a type Does Levi’s formulation also hold true in a qualitative sense? of chronomancy, that is, the allocation of specific charac- Here again, the answer is affirmative. The Yijing ( , teristics to particular moments in time, leading to a prophe- 易經 Book of Changes), canonized by the Emperor Wu of the Han tic statement. -
Dragon Magazine #228
Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up. -
Chronomancer
OPTIONAL GAME ACCESSORY Chronomancer Credits Design: Loren Coleman Development and Editing: Matt Forbeck Additional Assistance: Jim Butler, Andria Hayday, Bruce Heard, Steve Miller, Roger Moore, Jon Pickens, Skip Williams, and David Wise Graphic Design: Stephen Daniele and Paul Hanchette Cover Art: Alan Pollack Interior Art: Thomas Baxa, Adrian Bourne, Terry Dykstra, Jim HoUoway, Mark Nelson Typography: Angelika Lokotz Production: Paul Hanchette Sample file ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, BLACKMOOR, DARK SUN, DRAGONLANCE, FORGOTTEN REALMS, GREYHAWK, HOLLOW WORLD, MYSTARA, RAVENLOFT, RED STEEL, and SPELLJAMMER are registered trademarks owned by TSR, Inc. BIRTHRIGHT, COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, PLANESCAPE, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1995 TSR, Inc. All rights reserved. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the materials or artwork contained herein is prohibited without the express written permission of TSR, Inc. Printed in the United States of America. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI43147 Cambridge CB1 3LB USA United Kingdom ISBN 0-7869-0325-2 1st Printing, August 1995 9506XXX1501 le of Contents Introduction 3 Chapter 4: Chronomancy 39 Where This Belongs in Your Campaign . -
Sample File Chronomancy Rules Summary
Sample file Chronomancy Rules Summary New Feats New Feats Prerequisites Avoid Paradox - Chronomancer Special Chronomancy Item Focus any one item creation feat, must have created a chronomancy item Ritual Focus - Time Sensitive - Paradox Feats Prerequisites Magic Item Cost Alacrity Expeditious Retreat 4,000 gp Celerity haste, expeditious retreat, Alacrity 16,000 gp (includes Alacrity) Oracle 2nd level spells 6,000 gp Tactician contingency 14,000 gp True Sight - 2,000 gp Ritual Chronomancy Basic Ritual Check: d20 + time magic score + charisma modifier Base Difficulty Sending Ritual 15 Retrieval Ritual 10 Figment Ritual 10 Other Ritual BonusesSample fileCheck Modifier Ritual Focus Feat +2 bonus Masterwork Chronomancy Focus +1 enhancement bonus Magic Chronomancy Focus +1 to +5 enhancement bonus Extended Ritual +1 per minute (maximum: +10) Mass +1 per 25 lbs (rounded down) Range Modifiers Touch +0 Close +2 Medium +5 Long +10 Unlimited +15 Other Modifiers DC Modifier Anchoring +5 Displacement +5 Capturing +5 Using a Pattern Scroll +5 Chronomancy Spells The following spells are usually considered chronomancy. These spells are all on the sorcerer / wizard spell list. At the end of the list is a collection of spells not on the Sorcerer / Wizard spell list that might appear on another arcane spell caster’s spell list (a bard for example) that would also be considered chronomancy. Key * Spell can be found in Core Rulebook I. 1 Spell can be found in Necromancy: Beyond the Grave. 2 Spell can be found in Seas of Blood: Fantasy on the High Seas, published by Mongoose Publishing. Cantrip Chronomancy Spells Echo of Past State. -
The Beyond Heroes Roleplaying Game Book IV: the Book of Magic
1 The Beyond Heroes Roleplaying Game Book IV: The Book of Magic Writing and Design: Marco Ferraro The Book of Modern Classes Copyright © 2019 Marco Ferraro All Rights Reserved This is meant as an amateur free fan production. Absolutely no money is generated from it. Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2018 Wizards. All Rights Reserved. Beyond Heroes is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. Contents Foreword 3 An introduction to Magic 4 How Magic works 10 Magical Locations on Earth 26 Magical Dimensions 34 Mystical Entities 39 Magical Classes 42 Ancient Mysticis Disciplinis Classes 47 Modern Mysticis Disciplinis Classes 75 Classes Experience Table 151 2 Foreword The Beyond Heroes Role Playing Game is based on a heavily revised derivative version of the rules system from Advanced Dungeons and Dragons 2nd edition. It also makes extensive use of the optional point buying system as presented in the AD&D Player’s Option Skills and Powers book. My primary goal was to make this system usable in any setting, from fantasy to pulp to superhero to science fiction. There were way too many spells to fit into this book. They may instead be found in BH5: The Book of Spells. This is the third version of this book, it now also includes descriptions of the various magic classes. Magic is ever-changing. The extent of a character’s magic use differs greatly from tale to tale and from author to author. -
Encounters Reference
Classic Dungeon Designer’s Netbook #4 OLD SCHOOL ENCOUNTERS REFERENCE This unauthorized reference sourcebook contains everything the Dungeon Master needs for designing encounters for 1st edition Advanced Dungeons & Dragons™ adventures conveniently organized for online and tabletop use. Also compatible with OSRIC. Written & Edited by B. Scot Hoover [email protected] Version 3 Revised (7.28.08) - 0 - TABLE of CONTENTS Prologue 2 Abbreviation Codes 3 Chapter I: Men 4 Chapter II: Demi-humans & Humanoids 50 Chapter III: The Underworld 66 Chapter IV: The Wilderness 81 Chapter V: Settlements & Civilization 103 Chapter VI: Treasures 113 Chapter VII: The Campaign 135 Chapter VIII: Forms & Appendices 144 Index 156 - 1 - PROLOGUE: On Designing Your Own Game Non-player character generation will generally follow the method(s) used to create PCs. However, there are necessary shortcuts and parcels of information included in a carefully done game, or else the poor GM will be forever immersed in the morass of finding out the precise nature of who his players meet, who opposes them, and the like. It should not be necessary for the GM to roll dice to determine all the attribute scores of every non-player character, for instance. The game must include provisions for defining NPCs so that they can be generated quickly, but without causing every such character to be a mirror image of every other one. Although it is a relatively short and minor part of any game, this area is still interesting, for it will show just how well thought out the design is. Opponents are the creatures and things that will generally be adverse, at best non- hostile, to the PCs. -
A Grand History of the Forgotten Realms
A Grand History of the Forgotten Realms Designer & Cartographer: Brian R. James Cover & Interior Artist: Toni M. James 3rd Printing: May 25 2006 Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. The content for this game product was compiled by resources owned by Wizards of the Coast. DUNGEONS & DRAGONS, D&D, FORGOTTEN REALMS, and WIZARDS OF THE COAST are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. The Digital Marble logo is a trademark of Digital Marble, Inc. All artwork is owned by their respective authors. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. For more timelines and other juicy bits of realmslore visit our website http://www.geonomicon.com Introduction "These things also I have observed: that knowledge of our world is to be nurtured like a precious flower, for it is the most precious thing we have. Wherefore guard the word written and heed words unwritten—and set them down ere they fade... Learn then, well, the arts of reading, writing, and listening true, and they will lead you to the greatest art of all: understanding." —Alaundo of Candlekeep This chronology is the most definitive accounting of Realms history on the Internet or in print. -
Step 0: Approved Books
The Wanderer’s Chronicles - Character Creation Step 0: Approved Books: Unrestricted Books: (Everything available for use) Arms and Equipment Guide o Divine [CD] PHB II [AEG] o Psionic [CPsi] Player’s Handbook 3.5 [PHB] Book of Nine Swords Dungeon Master’s Guide 3.5 Races of the Dragon [RotD] [BookNS] [DMG] (Prestige Spell Compendium [SC] Complete series books Classes/Feats/Weapons/Magic Unearthed Arcana [UA] o Warrior [CW] Items) o Adventurer [CAd] Expanded Psionics Handbook o Arcane [CArc] [XPH] Limited Books: (Either limited to certain race/class or only certain items allowed.) Book of Exalted Deeds [BXD] Magic Items Compendium Monster Manual III [MM3] Complete Mage [CMg] [MIC] Monster Manual IV [MM4] Complete Scoundrel [CSc] Magic of Incarnum [MoI] Monster Manual V [MM5] Drow of the Underdark [DU] Manual of the Planes [MotP] Planar Handbook [PlH] Draconomicon [Dcm] Miniatures Handbook Savage Species [SvS] Fiend Folio [FF] [MiniHB] Libris Mortis [LMo] Monster Manual [MM1] Lords of Madness [LMad] Monster Manual II [MM2] Restricted/DM Only Books: DMG (Everything else) Book of Vile Darkness [BoVD] DMG II Fiendish Codex 1: Hordes of the Abyss [FC1] Fiendish Codex 2: Tyrants of the Nine Hells [FC2] Step 1: Ability Scores You have 34 points to spend on stats. See page 169 in the DMG for the table. Score/Cost 9/1 10/2 11/3 12/4 13/5 14/6 15/8 16/10 17/13 18/16 Step 2: Race (See the Races Document or the listed book for modifiers. List subject to change.) Humans – Standard Dwarves Elan (XPH) Half Dragon -
Dragon Magazine #220
Issue #220 SPECIAL ATTRACTIONS Vol. XX, No. 3 August 1995 Stratagems and Dirty Tricks Gregory W. Detwiler 10 Learn from the masters of deception: advice for DMs Publisher and players. TSR, Inc. The Politics of Empire Colin McComb & Associate Publisher 16 Carrie Bebris Brian Thomsen Put not your faith in the princes of this Editor world achieve victory in the BIRTHRIGHT Wolfgang Baur campaign through superior scheming. Associate editor Dave Gross Hired Killerz Ed Stark 22 Meet Vlad Taltos, and see how assassins can play a Fiction editor crucial role in any RPG. Barbara G. Young Art director FICTION Larry W. Smith Hunts End Rudy Thauberger Editorial assistant 98 One halfling and two thri-kreen reach the end of the road. Michelle Vuckovich Production staff Tracey Isler REVIEWS Role-playing Reviews Lester Smith Subscriptions 48 Lester examines PSYCHOSIS: Ship of Fools* and other Janet L. Winters terrifying RPGs. U. s. advertising Eye of the Monitor David Zeb Cook, Paul Murphy, and Cindy Rick 63 Ken Rolston U.K. correspondent BLOOD BOWL* goes electronic, the computer plots against and U.K. advertising you in Microproses Machiavelli, and we take another look Carolyn Wildman at Warcraft. From the Forge Ken Carpenter 128 Whatever happened to quality painting? A few words about neon paint jobs. DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. -
Dragon Magazine #249
HISTORICAL FANTASY Issue # 249 Volume XXIII, NO. 2 July 1998 Seeds of Evil James Wyatt Combining the historical AD&D® supplements with the Masque of the Red Death campaign for a legacy of terror. 26 66 Wyrms of the North Ed Greenwood The guile and subtlety of a drow lurks behind the Below the Tomb of Horrors smile of The Dark Lady. Bruce R. Cordell 76 Giants in the Earth New terrors to add to the classic AD&D module J. Gregory Keyes New legends from or any cryptic dungeon in your campaign. the World of the Waterborn. 38 82 Bazaar of the Bizarre Jeffrey Mendoza Before your next Sixguns and Sesheyans trek, shop at A Travelers Emporium. 90 Arcane Lore Rich Baker Ed Bonny Discover the dire powers of ® Back to the future with ALTERNITY game rules The Lost Spellbook of Rary the Traitor. for Old West firearms, plus guidelines for creating your own Weird West campaign. 98 Dungeon Mastery Holly Ingraham Learn the vocabulary 48 of the Underdark in Deep Meanings. Fiction Wakes the Narrow Forest The Wyrms Turn . 4 J. Gregory Keyes D-MAIL .................... 6 The ghost of his father compels Fool Wolf FORUM ...................... 10 to visit giant country. SAGE ADVICE ................. 18 58 OUT OF CHARACTER ........... 24 BOOKWYRMS ................. 72 CONVENTION CALENDAR ........ 102 DRAGONMIRTH .............. 104 KNIGHTS OF THE DINNER TABLE . 106 ROLEPLAYING REVIEWS ......... 108 GAME PREVIEWS ............... 114 PROFILES .................... 120 Publisher Wendy Noritake Executive Editor Pierce Watters Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Production Manager John Dunn Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha ® Michael Roele falls before the might of the dread Gorgon in this months cover by BIRTHRIGHT campaign artist Tony Szczudlo. -
Collectors Checklist by Richard © 2001, Version 2.7
Dungeons&Dragons Collectors Checklist by Richard © 2001, version 2.7 Well met and welcome to the Collectors Checklist! I made this checklist for myself to keep track of what TSR products I own. Many times was I in the position to photocopy (“Xerox”) a module or booklet that the owner didn’t wish to sell. So gradually my collection expanded with not only genuine products but also with photocopies. Since the coming of the officially digitized classic products (PDF) it is even harder to keep track of what product you own in what format. With the Collectors Checklist you will be able to sort your whole Dungeons&Dragons collection, no matter what the format is! For those out there who haven’t got a clue, here’s how to use the Collectors Checklist: TSR-Code : The product’s publishing code Sub-Code : When a product belongs to a specific group of products it carries this code Title : The product’s title (dah!) Hardcopy : Check this if you have the original item Copy : Check this if you have a copy (Xeroxcopy for instance) of the original product PDF : Check this if you have a digital copy(.pdf/.doc/etc.) of the original product HINT: you can even write down the number when you own more than one copy of a product ; ) If you think any items are missing, please mail me at [email protected] . Feel free to copy/share/print this list. Please visit these websites for the best Dungeons&Dragons archives on the Internet : http://www.acaeum.com http://home.flash.net/~brenfrow/index.htm . -
D6 Magic System, Starting Position
Introduction Vade Mecum of Magic makes the perfect companion to the magic system presented in the D6 Adventure Rulebook or the D6 Fantasy Rulebook. We give you explanations, clarifications, additonal guidelines, and more than XX new spells. So, if you just haven’t had the chance to pick up the D6 Adventure Rulebook or D6 Fantasy Rulebook, can you still get something out of this book? Absolutely! We’ve included a couple of new, simple magic systems that’re compatible with the full-blown version. We also give you information about the skills, so you can use the spells right out of this book. Need more spells? Check out the D6 Bloodshadows world- book! In it, you’ll find more than 60 spells, plus an extended spell failure chart, potions and other magical items, and new horror-inspired species packages. If you feel like trying your hand at making spells but don’t want to number crunch, West End Games offers a basic spell designer on its Web site (www.westendgames.com/d6/ makespell.html). Use it a few times to help you understand how the full magic system works. Expanding and Restricting the Aspects Introduction divination spells, it does not increase the difficulty of locating the target. This chapter takes a closer look at most of the spell creation Note that divination spells with a range and no area of effect aspects, clarifying fuzzy points or expanding on options. provide information about the first thing that it encounters that meets the criteria of the spell. The caster can only look in Area Effect one direction per casting of the spell, regardless of the spell’s The “one alternate shape” modifier allows the magic user duration, unless she includes the change target aspect.