From the Desk of Scott c mcClure icon

From the Desk of Scott c mcClure



НазваниеFrom the Desk of Scott c mcClure
Дата конвертации09.07.2012
Размер22.9 Kb.
ТипДокументы
1. /Ivrel/Core Rules/Addendums/Monster Addendum 1 [Draconians].doc
2. /Ivrel/Core Rules/Addendums/Monster Addendum 2 [Dragons].doc
3. /Ivrel/Core Rules/Core 0.0 - Ivrel Land of Legends Title.doc
4. /Ivrel/Core Rules/Core 0.1 - Table of Contents.doc
5. /Ivrel/Core Rules/Core 1.0 - Rules of Ivrel .doc
6. /Ivrel/Core Rules/Core 1.1 - Alternate Alignment System.doc
7. /Ivrel/Core Rules/Core 1.2 - Alternate Hit Point System.doc
8. /Ivrel/Core Rules/Core 1.3 - Expanded AC & RF System [LiteRF].doc
9. /Ivrel/Core Rules/Core 2.0 - Race Quick List.doc
10. /Ivrel/Core Rules/Core 2.1 - Races of Ivrel .doc
11. /Ivrel/Core Rules/Core 3.0 - Proficiencies List.doc
12. /Ivrel/Core Rules/Core 3.1 - Proficiencies Discriptions.doc
13. /Ivrel/Core Rules/Core 4.0 - Kits Allowed in Ivrel.doc
14. /Ivrel/Core Rules/Core 4.1 - Priest Kits of Ivrel.doc
15. /Ivrel/Core Rules/Core 4.2 - Specialty Classes of Ivrel.doc
16. /Ivrel/Core Rules/Core 4.2.1- Knight & Kelan Codex.doc
17. /Ivrel/Core Rules/Core 5.0 - Ivrel System Notes.doc
18. /Ivrel/Core Rules/Core 5.1 - Pantheon of Ivrelian Gods.doc
19. /Ivrel/Core Rules/Core 5.2 - Societies of Ivrel .doc
20. /Ivrel/Core Rules/Core 5.3 - Unique Weapons, Spells and Magical Items of Ivrel.doc
21. /Ivrel/Core Rules/Core 6.0 - Tables.doc
22. /Ivrel/Core Rules/Core 7.0 - Character Sheet Ivrel.doc
23. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Eight Monsters.doc
24. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Five Campaign Details.doc
25. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Four Kits & Classes.doc
26. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Nine Addemdums.doc
27. html">/Ivrel/Core Rules/Core Book Chapter Dividers/Chapter One Rules.doc
28. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Seven Misc.doc
29. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Six Tables.doc
30. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Three Proficiencies.doc
31. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Two Races.doc
Aurak draconians
From the Desk of Scott McClure
From the desk of Scott c mcClure
From the Desk of Scott c mcClure
From the desk of Scott C. McClure
Alternate Alignment System
Alternate Hit Point System for use on Ivrel
Ac and rf system Expanded
Quick Race List Information Sheet
From the Desk of Scott C. McClure
General Proficiencies; = In addition to those normally in the Players Handbook
Compiled List of Proficiencies; Extended & With Descriptions
Kits allowed on Ivrel [No Kits allowed to multi-class characters unless they are multi-class kits]
From the desk of Scott C. McClure
Specialty classes of Ivrel; these classes are unique to the Ivrel setting and as such may be very new to players not familiar with the setting
From the Desk of Scott C. McClure
Ivrel System Notes
Pantheon of Ivrelian Gods
Societies of Ivrel
From the Desk of Scott c mcClure
Compiled Character Tables
Character; Your name; dm; Scott C
Chapter Eight
Chapter Five
Chapter Four
Chapter Nine
Chapter One
Chapter Seven
Chapter Six
Chapter Three
Chapter Two

From the Desk of Scott C McClure

Core – Unique Weapons, Spells and Magical Items of Ivrel

Unique Weapons, Spells and Magical Items of Ivrel;

  1. Unique Weapons of Ivrel; these are weapons of that for one reason or another are considered unique to Ivrel, some are based on cultures, some racial and a few are universal.

    1. Schiovia Long Blade; does 1d8 +1 to normal and 2d4 +2 to large creatures, speed 4, size medium, one handed, weight 3 and 75 gp’s to purchase.

    2. Draconian X-Bows;

      1. Light; does 1d8 damage, speed 8, size medium, weight 8, 100 gp’s to purchase, two handed, ROF once per round and range 30-60-90.

      2. Medium; does 2d8 damage, speed 12, size large, weight 12, 200 gp’s to purchase, ROF once every two round, two handed and range 45-90-135.

      3. Heavy; does 3d8 damage, speed 16, size large, weight 16, 300 gp’s to purchase, two handed, once every three rounds and range 45-90-135.

    3. Draconian Hand-Half Spear; does 1d8 +2 damage, speed 7, size large, weight 7, 16 gp’s to purchase, can be used one [+2 damage doesn’t apply one if used one handed] or two handed and cannot be thrown.

    4. Rakasta Kasa’s; does 1d6 damage, speed 3, size small, weight 2, 20 gp’s to purchase and only useable by a Rakasta warrior. Worn on as gauntlets.

    5. Rakasta Combat Spear; does 2d4 +2 damage to normal creatures and 2d6 +4 to large creatures, speed 10, size large, two handed, weight 8, 50 gp’s to purchase, cannot be thrown and cannot be used except by a Rakasta warrior.

    6. Kzin Kasa’s; does 1d8 damage, speed 5, size small, weight 4, worn as gauntlets, 40 gp’s to purchase, can only be used by a Kzin warrior.

    7. Kzin Mautlavia; does 3d6 damage to normal creatures and 4d6 to large creatures, speed 12, size large, two handed, can only be used by a Kzin warrior with a strength of 18 or better, 200 gp’s to purchase and weight 14.

    8. Kevia Long Blade; does the same damage as a long sword, size medium, weight 2, speed 5, one handed and 30 gp’s to purchase.

    9. Kevia Long Knife; does the same damage as a short sword, size small, weight 1, speed 3, one handed and 20 gp’s to purchase.

    10. Kevia X-Bows; statistically the same as normal X-Bows except for weight, half all given weights for Kevia X-Bows. In addition the X-Bows fashioned by the Kevia weapon smiths have an assisted reloading mechanism for recovery of the cocked position. This has no effect on how long it takes to fire the X-Bow but does mean a minimum strength isn’t required to use one.

    11. Lakoer Dual-Use Spear; has two modes, one is when the spear is separated into its two separate parts and the second is when the spear’s two parts are connected together to form a bigger spear. It takes one full round to disassemble and reassemble to spear from mode to mode. 50 gp’s to purchase.

      1. Mode 1; in this mode the two parts of the spear serve as hardened combat sticks. They deal 1d4 damage, size medium, speed 3, one handed, cannot be thrown, and weight 2.

      2. Mode 2; in this mode the spear is assembled into one large weapon. It deals 2d4 +2 damage, size large, speed 8, two-handed, cannot be thrown and weight 5.

  2. Unique Spells of Ivrel;

    1. Stun Bolt; this spell lances out with a pearl colored magical dart of energy striking the targeted opponent. The opponent makes a save vs. paralyzation or suffers a –4 to all subsequent character rolls [thac0, saves, checks, etc].

      1. Level 1 Invocation [Evocation] wizard spell

      2. Range 60 yards + 10 yards per level of caster

      3. Effects one target

      4. Save vs. Paralyzation

      5. Verbal component only

      6. Casting time 1

      7. Duration is instantaneous




    1. Slipstream; by means of this spell ships are raised in the water until their draft is that of a normal river going boat. In high seas there is a 10% chance of capsizing a vessel using this spell. On rivers of other shallow places this spell enables the ship to move about as if it was a river craft drafting only two or three feet. The caster of this spell must concentrate on it while its active.

      1. Level 3 Alteration Spell

      2. Range; touch

      3. Effects only one ship of up to the size of a galleon

      4. No Save

      5. Components; Somatic, Material and Verbal

      6. Casting time; 3 rounds

      7. Duration; lasts 3 turns per level of the caster

    2. Invisible Wake; by means of this spell the wake of a ship can be rendered invisible to normal sight. As it is an illusion, the usual saves apply [i.e. if you see the ship you know you should see a wake unless your not a sailor].

      1. Level 3 illusion

      2. Range; 10 yards

      3. Effects the wake of only one ship which is actively moving

      4. No Save

      5. Components; Somatic, Verbal and Material

      6. Casting Time; 1 turn

      7. Duration; lasts one day

    3. Invisible Vessel; by means of this spell the caster can render a vessel up to the size of a man-o-war sized vessel invisible from normal sight. As this is an illusion the usual saves apply only if the character notices the wake or hears the crew. If the Invisible wake spell is active the save can only be made if the character hears the crew. If the crew silence spell is active then there is no save till the ship makes an active attack. The somatic component of this spell is the caster placing his pointing finger to his lips, the material component is a small net made of spider silk twine [500 gp’s worth] and the verbal component is “shish”.

      1. Level 4 illusion

      2. Range; touch

      3. Effects one man-o-war sized ship of smaller

      4. No Save

      5. Components; Verbal, Somatic and Material

      6. Casting Time; 1 turn

      7. Duration; one turn per level of the caster

    4. Silent Crew; by means of this spell the caster renders the volume of the ship silent to out side listeners. Those inside the volume parameter of the spell can hear and talk normally, the spell stops sound from traveling out of the specified volume of space. The vast must designate the basic dimensions of the vessel on casting the spell. This is an alteration spell and not an illusion. The somatic component of this spell is a intricate sigil painted onto the ships main deck and the material component is a 1000 gold piece miniature replica of the vessel class.

      1. Level 3 alteration

      2. Range; touch

      3. Effects the volume of the specified vessel

      4. No Save

      5. Components; Verbal, Somatic and Material

      6. Casting time; 1 round

      7. Duration; one round per level of the caster




    1. Phantom Ores; by means of this spell the caster grants the ship with the ability to move up or against the current of a stream or river. This spell doesn’t negate the effects of shallow waters and the hazards entailed in those shallow depths. The ship moves at half its usual movement rate in the resisted direction. It allows the ship to slowly, one-third its usual speed; traverse a 15-degree slope in the terrain. The material component of this spell is a small golden ore [200 gp’s], the somatic component in an ore like motion [as if using an ore, seamanship is required] and the verbal component is a steady chant during the duration of the spells casting.

      1. Level 3 alteration

      2. Range; touch

      3. Effects the touched vessel

      4. No Save

      5. Components; Material, Verbal and Somatic

      6. Casting time; 1 turn

      7. Duration; lasts 1 turn per level of the caster.

    2. Sailors Delight; by means of this spell the caster may conjure into being a small unsinkable watercraft. The spell only has a verbal component, which is “capsize”. When the verbal component is uttered a small dingy appears just over two yards from the ship where the sailors can get to it. The small craft will hold up to eight people, if an deliberately offensive action is taken in the ship against another naval vessel or sentient humanoid race the dingy dissipate.

      1. Level 2 conjuration and summoning

      2. Range; up to three yards away

      3. Effects the area where the dingy is to be formed

      4. No Save, cannot harm anything and will not form where living things of a sentient nature are.

      5. Components; Verbal

      6. Casting time; 1

      7. Duration; as long as the text restrictions are met it will remain till the crew is rescued or marooned on an island.

  1. Unique Magical Items of Ivrel;

    1. Sword of Darkness; these foul weapons are rarely seen by most adventure’s or scholars. They are enchanted with foul magic’s that make them destructive to creatures that stand in the light.

      1. Long sword +2 [2x damage vs. good align entities]

      2. Speed reduce by two for magical plus’s

      3. Sword grants a +2 to save vs. all spells cast by good aligned entities

    2. Brightblade; this unique enchanted blade is a truly rare find; last seem in the hands of Ironkruz Guderian [Lord of Caerdon]. The blade is a +5 holy avenger with a few additional enchantments; the blade when drawn casts about it a 20’ radius of sunlight, its unwieldable by evil entities [in fact they cannot approach the sheathed blade up to 20 feet away], the wielder is immune to the effects of all forms of undead. For damage purposes it is a long sword +5 with all the usual holy avenger benefits.

    3. Cimhuilnach Leaves [Leaves from the Tree of Fate]; these exceedingly rare elven healers in the most ancient of places use enchanted leaves. The leaf looks to be vibrant with life as if still growing and living even though its not attached to any living tree. In fact these “leaves” are enchanted creations of the Doaine Sidhe and were once leaves on the fabled tree of fates. Each leaf when placed on the chest of a injured or poisoned person can magically heal that person. If the person is injured the leaf will heal 2d8 hp’s of damage each sunrise and if the victim is poisoned then by sunrise the next day the poison will be gone. These leaves do not ever seem to run out of their enchanted powers, though they do not seem to function in the hands of any but elven healers. In addition it is said that the leaves will not function if the healer isn’t pure of heart.




    1. Kings Bain; the fabled sword of the High King of Ivrel. Once in the far distant past a king rose up among the throng of would be kings to rule all of Terabithia. His name was Mahoon Mac Mckren and his rein ended in tragedy. His son poisoned him and as the legend goes Mahoon cursed the sword [the object of his sons desire] to forever strike down those not worthy of the position of High King of Ivrel. From that day on starting with the death of his ravenous son the blade has been the Bain of noble’s all over Ivrel. It seems to turn up where ever the noble aristocracy unjustly hammers down the faithful peasants of the land. The sword seems to actual select champions as if looking for that one who will be able to retain it after becoming a nobleman. Kings Bain is considered to be a +8 sword of sharpness; if it strikes a person of noble blood or position the victim must save vs. death or die. In addition the blade does double damage to evil entities, grants an aura of protection for its wielder and can never be disarmed. It is considered Unique on Ivrel.

    2. Moon Stones; these palm sized pearl colored orbs are the ancient creations of the Moon Elves long ago “science”. When held by a moon elf these weapons can discharge a bolt of pure black energy at one target per round. The bolt strikes for 3d8 damage and causes a save vs. paralyzation or the victim is stunned for 1d4 rounds. It has a maximum range of ninety yards and can be discharged only once per round. It is not known whether these devices have a charge limit. Speed two, weapon for initiative rules. When discharged the wielder is drained of 1d4 physical hit points.

    3. Rage Hammer; this ancient dwarven artifact is said to be able to slay any draconic creature whether it be Drake, Dragon or Draconian. After the death of the great Drake Sleeth the Orm the Rage Hammer became lost to the world. Only the stoically silent Bregga dwarves know of its whereabouts. When this hammer hits a draconic creature the creature makes a save vs. death. If it fails the creature is reduced to ten percent of its original physical hit points. This weapon is speed eight, two handed, and considered a +4 weapon to hit purposes. The Rage Hammer is considered Unique and only usable by dwarves.

    4. Soul Stones; when placed on the forehead of a fallen comrade these stones glow an eerie amber color. As long as the stone remains on the victim bleeding, poison and wounds are in stasis. The stone stabilizes the victim at the base minimum for the creature to survive death. Poisons are neutralized over time, one day per hit point of damage the poison causes. A person cannot die while the stone remains on them. These stones are incredible rare and usually only found among the Kzin and Rakasta cultures.

    5. Serpent Staves; these ancient weapons of the Moon Elves are long all metallic quarterstaff shaped weapons. At the head or top of the staff is a split crescent and at the base of these staffs is a metal spike. When the crescent is leveled and pointed at a victim it can discharge a azure blue bolt of energy for 2d8 damage. These weapons are considered speed 10, two handed and have a range of 120 yards. If a non-moon elf uses the staff it drains 1d6 physical hit points from the user per blast fired. These staves can only be used in this way once per round of combat. Rare among the Moon Elves almost non-existent anywhere else.

    6. Serpent Belt; when activated this mundane looking belt causes a golden serpent like scale armor to coat the wearer. The head is not covered though by the scales., nor are the hands or feet. The scale is considered AC4; grants auto-save vs. all electrical and energy based attacks. In addition the wearer is immune to exhaustion and like spell effects. The belt takes one round to activate or deactivate and can be used at any time. In addition to all the above it also grants the wearer the ability to only be struck by +1 magical weapons or greater. These belts are common among the high priests of the Moon Elves and some few Moon Elven mages. They can be used by only Magic Users or Priest and will only activate on a specific command.

    7. Warlocks Scale; these common suits of magical armor are made of exotic fish scales. Mages can wear this armor, though they cannot cast in it. It grants AC2 and +2 to all saves while worn.

    8. Suit of Sheehan; this magical suit of armor has the ability to grant once per day 18 [00] strength to its wearer. And is considered AC4, with no encumbrance, dexterity penalty and infinite DP’s. Last seen worn by Tobin Locklear of Don-Guol.

    9. Ancient Suits of Armor; made by all races at one time or another these long lost suits of armor are incredible durable and are said to be nearly impenetrable in combat. These suits of armor are treated as the same AC value as their name implies, but they also get the RF resistance to damage. All other factors such as encumbrance, dexterity penalties and such are the same. These suits of armor ignore the DP rule, as they are indestructible.

    10. Rakasta Kasa’s of Power; grants a Rakasta warrior wearing them 18 [00] strength in addition to all the usual benefits of a quality pair of Kasa’s. They are considered +1 weapons.

    11. Rakasta Kasa’s of Speed; grants a Rakasta warrior wearing them 20 dexterity in addition to all the usual benefits of a quality pair of Kasa’s. They also give the Rakasta warrior wearing them an additional attack every round. These are considered +2 weapons.

    12. Dagger of Charisma; these enchanted ornamental daggers are for impressing people more than fighting them. Common in cities and other large areas of population. They grant while sheathed a +2 to charisma. As a weapon they are considered –3 magical weapons.

    13. Ring of the Spider; these small silvery etched rings grant spider climb as an always-active ability to the wearer. Any class may use these and they are uncommon in most civilized areas.

    14. Circlets of Infravision; very common in human kingdoms these circlets allow the wear to see in the usual infravision that elves and the like are born with. Grants sixty foot infravision to the wearer.

    15. Amulet of Chameleon; these amulets have ten charges of alter self in them, when the spoken command is uttered they cast alter self on the wearer. The new image or appearance is up to the wearer to decide. The altered image lasts for ten rounds and then wears of for the day. The power cannot be activated for another 24 hours after it has been used. The charges come back after one week per charge used. These odd magical items cannot be used by elves.




7/9/2012 16:03 A7/P7



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