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Posted: Sun Dec 18, 2005 12:43 pm
This thread is just for the compilation of several of my old World-Building threads, which provide custom rules for anyone who's interested. I am merely pasting them together cut down on the number of threads, and to have a place that I can post new information if I decide to pick up the theme again.
*Note to players who use Hylian Acolytes or Psions: You might want to look through this stuff, especially the parts about the Light and Shadow energy types.
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Posted: Sun Dec 18, 2005 12:45 pm
New Descriptors and Energy Types: (Light) and (Shadow)Some creatures seem to possess and innate relationship with light and darkness, either by producing or serving one, or being sensitive to one, though not necessarily aligned to it. When this is the case, use the following: 1. Creatures with the (Light) descriptor take double damage from (Shadow) attacks. 2. Creatures who are sensitive to light, such as Drow, can be dazzled by (Light) attacks. See the creature’s description for what effect it has on them. 3. Undead are healed by (Shadow) attacks, and take extra damage from (Light) attacks. (See attack or spell description) 4. Light and Shadow are opposed schools/domains/energy types/ 5. Light and Shadow are separate from Good/Evil/Law/Chaos, though Light creatures are typically Good, and Shadow are typically Evil. This is not always the case though, only a general trend. I.E. A Neutral Hylian Acolyte could take all shadow spells, but still be more inclined to do good than evil, or a Spirit Mount could serve its master in an evil cause. 6. Variable Energy Spells: For spells or such where an energy type may be chosen, Light and Shadow may be chosen and provide the following: Quote: Light: Causes area to be illuminated for 1 round, as if by a light spell (does not dispel magical darkness, just illuminates the area for 1 round) Can dazzle light-sensitive creatures. Shadow: +1 damage and Will save or be Blinded for one round for living targets.
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Posted: Sun Dec 18, 2005 12:50 pm
Elemental Planar Systems
I have always been a big fan of the way PlaneScape had done the elemental planes in 2.0, and how AD&D 1st ed did the planes as well. I don't really like the newer 3.5 version, so here is the way I do things in my campains:
Think of the planes as a large sphere. ((This aids the terminology of SpellJammer, which reffered to each individual D&D setting, or universe, as a "Crystal Sphere."
((If you arent familiar with SpellJammer, it was a 2.0 AD&D setting for space-faring using magic. Illithids, Beholders, Githanki and Githzerai were some of the prime space-faring races, as well as a few interstellar trader races, hailing from some distant crystal spheres. Through the use of SpellJamming Helms, one could control huge spaceships, some biological in nature, and travel from Crystal Sphere to Crystal Sphere. It was a way to explain the spread of ideas and classes from one setting to another. . . like picking up a Wild Mage from Forgotten Realms and depositing him in Greyhawk, where Wild Mages didnt exist, and he started his own school there, spreading the idea.... etc, etc.))
Anyhow.
At the center of the Sphere lies the Prime Material Plane. Co-existant and separated with the Prime Material is the Negative Material Plane, from which the undead draw thier power, and from which the stuff of shadow spells is woven.
Surrounding the Prime Material is a layer composed of 2 hemispheres: The Postive Energy and Negative Energy Planes. These planes are also known as the Plane of Light and the Plane of Shadow.
The next layer is formed by the Prime Elemental Planes of Fire, Earth, Water, and Air. Each of these planes is arranged so that they take up 1/4 of the sphere, and they touch both the Negative and the Positive Energy Planes.
Where the Prime Elemental Planes meet, we find the Para-Elemental Planes. These are not so much full planes, but rather areas where the borders between the prime planes are weak, and allow material in from the other planes. Where Water and Air meet, we find Ice. Where air and Fire meet, we find Smoke. Where Earth and Water meet, we find Ooze, and where Earth and Fire meet, we find Magma.
Then come the Quasi-Elemental Planes. Like the Para-Elementals, these are where the Prime Elemental Planes meet other planes, but here it is where they contact the Positive and Negative Energy Planes.
The Positive Quasi-Elemental Planes are: Lightning (Air), Radiance (Fire), Mineral (Earth), Steam (Water).
The Negative Quasi-Elemental Planes are: Vacuum (Air), Salt (Water), Dust (Earth) and Ash (Fire).
As a note, another name for the Mineral Quasi-Elemental Plane is Crystal. (In my cosmology, anyway)
Surrounding the Shell of Elemental Planes is the vast Astral Plane, within which float the various demiplanes and extra-planar strongholds.
Last of all is the ring of 3.5e outer planes, which are basically the same planes D&D has always had. (I mean hey, unless they are on the outside, why call them outer?)
And of course, there is the Ethereal Plane, which touches all planes, even those which are separated from the normal cosmology (such as Ravenloft, Demiplane of Dread)
When Tylara is finished writing up 3.0 Variants of the Genasi races (which we will refer to as Genai) for all the Prime, Para, and Quasi Elemental Planes, I will post them here. (Or he can, if he wishes.)
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Posted: Sun Dec 18, 2005 12:53 pm
Tylara's take on the Genai / Genasi in the Planescape CosmologyPlanescape Genai Races * ability becomes available at ECL 5 + common personality traits = common physical traits : alignment tendencies > favored class all --- outsider(native) darkvision 60' size: medium speed: 30' lvl adjust +1 elemental planes ================ Fire Genai ------------ +2 dex, +2 cha -2 int resist fire 10 +2 tumble, +2 escape artist *produce flame 1 / 2 days + excitable, energetic, quick to anger & quick to forget = bright red hair, high body temperature : chaotic > sorceror Water Genai -------------- +2 wis, +2 cha -2 int resist cold 10 +2 swim, +2 heal *purify food/drink 2/day + always calm, avoids direct confrontation = well muscled but neither fat nor thin, blue-green tint to hair : neutral (LC axis) > druid Air Genai ----------- +2 dex, +2 int -2 con don't have to breathe +2 move silent, +2 jump *gust of wind 1 / 2 days + ditzy, optimistic, easily distracted = thin, blonde : chaotic > rogue Earth Genai -------------- +2 str, +2 con -2 dex resist acid 10 +2 listen, +2 spot *earthbind 1 / 2 days (3.5 Draconomicon) + quiet, thoughtful, insightful, hard to anger, holds grudges = large, muscular, dark-skinned : lawful > fighter para-elemental planes =============== Ooze Genai ------------- +2 con, +2 int -2 cha resist acid 10 +2 bluff, +2 escape artist *grease 1/day + sketchy, self-centered = sweats a lot, beady eyes : neutral (GE axis) > wizard Magma Genai ---------------- +2 str, +2 con -2 cha resist fire 10 +2 intimidate, +2 climb *soften earth & stone 1 / 2 days + braggart, easily offended, never backs down = large, muscular, red hair : chaotic > barbarian Smoke Genai ---------------- +2 dex, +2 int -2 str resist fire 10 +2 open lock, +2 hide *obscure object 1 / 2 days + unobtrusive, difficult to befriend > thin, dark-skinned : neutral (LC axis) > wizard Ice Genai ----------- +2 con, +2 wis -2 cha resist cold 10 +2 balance, +2 concentrate *sleet storm 1/week + difficult to befriend, stubborn = pale, low body temperature : lawful > monk quasi-elemental planes =============== Radiance Genai ------------------ +2 int, +2 cha -2 str resist elec 10 +2 diplomacy, +2 sense motive *ayaila's radiant burst 1/week (Book of Exalted Deeds) + cheerful, generous = seems to almost glow : good > sorceror Lightning Genai ------------------ +2 dex, +2 cha -2 wis resist elec 10 +2 tumble, +2 jump *longstrider 1/day + energetic, naive, "good-guy mad scientist" = never fat, all angles : chaotic, good > rogue Steam Genai --------------- +2 wis, +2 cha -2 con resist fire 10 +2 climb, +2 spellcraft *obscuring mist 1/day + protective, good-natured : neutral (LC axis), good > cleric Mineral Genai ---------------- +2 con, +2 cha -2 int resist acid 10 +2 concentrate, +2 diplomacy *endure elements 1/day + noble, stubborn = extremely beautiful, monochromatic : good > sorceror Ash Genai ------------ +2 int, +2 wis -2 cha resist fire 10 +2 disguise, +2 forgery *blindness/deafness 1 / 2 days (blindness only) + emotionless = pale grey : lawful, evil > wizard Vacuum Genai ----------------- +2 dex, +2 wis -2 cha don't have to breathe +2 appraise, +2 sense motive *hide from undead 1/day + greedy, cunning = disturbingly thin : neutral (LC axis), evil > cleric Salt Genai ------------ +2 wis, +2 str -2 cha resist cold 10 +2 hide, +2 survive *chill touch 1/day + cruel, bitter = olive complexion, well-muscled, neither fat nor thin : chaotic, evil > ranger Dust Genai ------------ +2 dex, +2 con -2 cha don't have to breathe +2 search, +2 gather info *pass without trace 1/day + patient = forgettable : evil > monk
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Posted: Sat May 12, 2007 3:25 am
I'm actually not sure if I should put this here. But I'll take the gamble. This is a picture of all the D&D lands put together. Grayhawk, Forgotten Realms, Eberron, the works. Please note: this picture is HUGE and stretches the page....but if you've been looking for something like this, then you'll apprecaite it. Enjoy. Sorry the labels are so small, I couldn't save a bigger version of the picture.
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