Post by Ellywick Fizzlespark on Dec 5, 2016 18:00:55 GMT -5
There are some out there that do not realize just how much the moons influence our world. Lunne has always had the most impact on things with Rrok and Vermill having significantly less. With the Lunar Trinity sharing this stage together, some things are not going to work as they always have.
This is OUT OF CHARACTER KNOWLEDGE. Having your character avoid using something that they normally would to avoid these changes would be considered crossing. Characters can tell others to not use something but honestly there is no way that each and every person is going to react the same way no matter what happens so if you plan to have one character tell another who could have possibly told another. That's cheating the system just a little bit. This weekend is going to be so busy that some of your characters may not have downtime to sit and have a chat while you're sleeping and how would they really know if it was the full moon and not something else going on at the moment?
♦ Travel across dimensions, between worlds, from plane to plane and around the multiverse will be unpredictable at best. At worst, your character will end up unable to return to Arith until the event is over or you end up somewhere you may not survive with no way out.
♦ All shapeshifters regardless of their ability to be affected by the moon will notice some challenges throughout the weekend of the Oak Moon, including feral tendencies and difficulties when it comes to shifting.
♦ Even during the day some of the effects of the Triple Full Moon will still be felt like the changes to magic, shifting and madness.
♦ Druids from all over Arith are being called to White Ring during this conjunction for reasons they already know (they believe it's the safest spot on our world).
♦ Animals will be acting erratically as the light shines so brightly at night, nocturnal beasts will not know when to sleep and when to hunt. This also going so far as to effect animals that are domesticated, including mounts, familiars, animal companions and the like.
♦ Some herbs and other 'kept' plants that are not planted within the earth may find themselves in fits of illness or near death that seems to be resistant to being 'helped' though if left to just wilt without help by Tuesday they will be dead.
♦ Stealth is going to be as, if not more, difficult during the night as it would be during the day. The light of three celestial bodies in the sky will cause very few shadows to use for shadow-based skills.
♦ Normally, moonlight alone can make it difficult to see long distances or details for those without low-light vision. During this event while outside or somewhere that allows for moonlight to filter in, everyone is able to see full details as if it's daytime. If you are a place that is illuminated by the moons' light (outside/near windows), you gain a +2 bonus to all sight based perception checks.
♦ Animals during this time are going to be unpredictable, even the most trained, which means all Ride and Handle Animal checks are going to be halved during this event.
The God of Magic's children are using their mother's strength to wreak havoc upon those who wield his gift. Magic will be made unpredictable. All magic no matter how well it is known or how it is used will just work the way that it always has.
All magical abilities (skills/spells) will require the wielder to roll a 1d10 each time they use magic AFTER they is played out, not before.
*Attacks -
Backlash: Damage yourself
Surge: Hit an additional person for half the damage done
*AoE Attacks -
Backlash: Hit your team instead of your enemies
Surge: Double the spell damage done
*Attack Enhancers -
Backlash: You take the minimum damage for as many rounds as you would have had it.
Surge: Extra 1d on your enhancer.
(Ex: Topaz Spell gets 1d3 for 2 rounds. This spell would do 2d3 for 2 rounds or the caster would take 1 damage for 2 rounds. )
*Creature Summons -
Backlash: Create/Summon a new enemy to fight against you instead of for you.
Surge: Creature does an extra 1d attack damage. (Ex: Topaz Creature gets a 1d3 attack, this would give them 2d3 attack)
*Damage over Time (DoT) -
Backlash: The spell is turned back against you, same damage/same duration on yourself.
Surge: Double the damage done for every round.
*Defense Boost -
Backlash: Lose the defense you would have gained (Cannot have Negative Defense) (Topaz: +4 or +2 constant = -4 def for 1 rd or -2 for 1 combat)
Surge: Gain an absorb equal the what you gained.
*AoE Defense Boost -
Backlash: Instead of working on you and your allies, you boost those you're up against.
Surge: You create a defensive bubble around your chosen targets/party that reduces all incoming damage by the spells limits. (Topaz: +2 or +1 Constant for self + 2 allies = - 2 damage for 1 round or -1 dmg for 1 combat)
*Negate Defenses -
Backlash: Lose your defense for the same amount of rounds.
Surge: Crystal - Emerald: The duration of your spell is doubled / Ruby, Obsidian, Diamond: You sunder the armor of your target.
*AoE Negate Defenses -
Backlash: You + # of allies that would have affected NPCs lose your defense for 1 round.
Surge: Not only do you remove their defense but you make them unable to evade for 1 round.
Absorb -
Backlash: Instead of absorbing damage done to you, the spell absorbs damage that you do!
Surge: The spell doubles the amount of damage that can be taken before you lose your absorb.
* Reflects -
Backlash: You send the reflected damage towards an ally (roll or choose closest)
Surge: A sudden burst of energy intensifies the reflect causing an extra 1/4 damage.
*Evades -
Backlash: You find yourself rooted to the spot for 1 round, defense still applies, you just can't move or evade.
Surge: Your body becomes arcane energy (even if you just teleport!) for 1 round, making you incorporeal.
*Holds -
Backlash: You stun yourself, good job.
Surge: First round of the hold doesn't require a save, it just works. If it's a skill that doesn't have a save, get an extra round.
*AoE Holds -
Backlash: Half of your intended targets become your allies. (Topaz = 1 enemy, 1 ally / Amber = 2 enemy, 1 ally)
Surge: Crystal-Ruby - Gain an extra round / Obsidian - First round no save / Diamond - Targets auto-fail
Trait, Talent, & Tactic Buffs -
Backlash: Become negative what you would have gained.
Surge: Amplify what you would have received by half. Traits still cannot go above 16! (round up on half points)
*Trait Debuff -
Backlash: You can choose to debuff yourself (and remove any buff you may have) or buff the target instead.
Surge: Double the lost trait bonus. (DMs: For Obsidian+ casters you can choose to split points into 2 traits instead of -6/-8 in one!)
*Strike Boost/Lessen -
Backlash: A boost becomes a lessen and a lessen becomes a boost!
Surge: Lessen - Their next turn is considered an auto-fail. / Boost - Crit range is increased by 1 for 1 round.
*AoE Strike Boost/Lessen -
Backlash: A boost becomes a lessen and a lessen becomes a boost.
Surge: Works for two rounds instead of one.
*Weaken: Dice Sides or HP -
Backlash: Weaken yourself instead of your target.
Surge: Single Round Spells become two rounds spells / Constant amount are multiplied by 1.5.
(Topaz weaken removes 4 HP or a Constant - 2 dice sides, with surge removes 6 hp or 3 dice sides )
*AoE Weaken: Dice Sides or HP -
Backlash: Strengthen your targets instead of weaken them.
Surge: Dice Sides - Weaken for 2 rounds / HP - Amount lost is multiplied by 1.5.
Strengthen: *Dice Sides or HP -
Backlash: You feel the influence of the spell as it's meant to be but you actually lose the HP or Dice Sides.
Surge: One round spell lasts for two / Constant boosts are multiplied by 1.5.
Group Strengthen: *Dice Sides or HP -
Backlash: The group feels bolstered but the spell weakened them instead of strengthened.
Surge: Dice Sides - Strengthen for 2 rounds / HP - Amount gained is multiplied by 1.5.
Crafted Item DC Buffs -
Backlash: You lower the DC on that schematic, poison, potion, rune, etc permanently until all uses have been used.
(Only specifically the one you were buffing.. not all!)
Surge: The result of this spell is one rank higher than it would have been.
(Crystal/Topaz > Amber/Sapphire > Emerald/Ruby > Obsidian > Diamond. Diamond what more do you want okay? there is one of you!)
Magical Healing -
Backlash: Even Vermill wouldn't cause people harm with her mother right there, Healing is reduced by half. If using healing points - caster's choice on whether a person only receives half the heal or requires twice as many healing points to take care of their injuries.
Surge: Magical healing is combination of his parents just like him, all healing is doubled. Healing above what is needed can be used to heal a wound later or can be turned into an absorb to lessen the next hit taken, caster's choice.
AoE Heals -
Backlash: Healing is reduced by half (remember this includes skills that heal more than one person.)
Surge: All healing done is doubled for the group causing a shaft of light to find them if they are in a place that this can be done.
Combat Effects* / Healing Effects / Skill Effects / Flavor Effects -
Use Logic! Now I realize for some things there doesn't seem to just be one clear choice for how it could go wrong or very right. If you would like a definitive answer about a skill or spell that fits under the above categories on how a backlash or surge will go, feel free to email the spells to me or IM me asking about them. Make sure that they are clearly written on your dossier because if you don't have them.. then you can't use them! Warning: Asking me how it could go for some items may result in illogical, silly results just for fun. I highly encourage this on a case by case basis because you're asking the person who plays Elly to mess with your char and there are no takebacks!
Dual Spells -
Look at the reactions above and apply them to your spell when you roll for it. If you have any questions of how this might work, feel free to IM me or email me the spell in question and I'll respond as soon as I can.
Special note: On certain days, magic items/spells that can change the weather, tides or use moonlight may or may not work. Contact me and I will tell you your chances of it working. Divine casters that worship one or more of the Lunar Trinity may get a special treat if you let me know that you will be doing one of our activities this weekend. But you have to claim it to get it.
This is OUT OF CHARACTER KNOWLEDGE. Having your character avoid using something that they normally would to avoid these changes would be considered crossing. Characters can tell others to not use something but honestly there is no way that each and every person is going to react the same way no matter what happens so if you plan to have one character tell another who could have possibly told another. That's cheating the system just a little bit. This weekend is going to be so busy that some of your characters may not have downtime to sit and have a chat while you're sleeping and how would they really know if it was the full moon and not something else going on at the moment?
Important Things to Note
♦ Travel across dimensions, between worlds, from plane to plane and around the multiverse will be unpredictable at best. At worst, your character will end up unable to return to Arith until the event is over or you end up somewhere you may not survive with no way out.
♦ All shapeshifters regardless of their ability to be affected by the moon will notice some challenges throughout the weekend of the Oak Moon, including feral tendencies and difficulties when it comes to shifting.
♦ Even during the day some of the effects of the Triple Full Moon will still be felt like the changes to magic, shifting and madness.
♦ Druids from all over Arith are being called to White Ring during this conjunction for reasons they already know (they believe it's the safest spot on our world).
♦ Animals will be acting erratically as the light shines so brightly at night, nocturnal beasts will not know when to sleep and when to hunt. This also going so far as to effect animals that are domesticated, including mounts, familiars, animal companions and the like.
♦ Some herbs and other 'kept' plants that are not planted within the earth may find themselves in fits of illness or near death that seems to be resistant to being 'helped' though if left to just wilt without help by Tuesday they will be dead.
Traits, Tactics and Talents
♦ Stealth is going to be as, if not more, difficult during the night as it would be during the day. The light of three celestial bodies in the sky will cause very few shadows to use for shadow-based skills.
♦ Normally, moonlight alone can make it difficult to see long distances or details for those without low-light vision. During this event while outside or somewhere that allows for moonlight to filter in, everyone is able to see full details as if it's daytime. If you are a place that is illuminated by the moons' light (outside/near windows), you gain a +2 bonus to all sight based perception checks.
♦ Animals during this time are going to be unpredictable, even the most trained, which means all Ride and Handle Animal checks are going to be halved during this event.
Magic
The God of Magic's children are using their mother's strength to wreak havoc upon those who wield his gift. Magic will be made unpredictable. All magic no matter how well it is known or how it is used will just work the way that it always has.
All magical abilities (skills/spells) will require the wielder to roll a 1d10 each time they use magic AFTER they is played out, not before.
♦ Vermill's Trick (1-4) - Magic that falls under the influence of Vermill during this time will backfire. The magic is still spent so it still counts for the once per combat/spells used rules. Depending on the type of spell/skill used depends on how the backfire will work exactly.Here is the list of spell/skill types and what will happen when it goes wild. If you have a question on what a skill would count as in this category - ask! If magic of some kind (divine, nature, arcane, psionic) is used to make that skill a reality, then it has to be rolled for! Also there is no guarantee that your character will know that your spell has gone awry. They may feel something when they cast but unless there is a visual indicator (like on some attacks) the exact twist of the spell will remain hidden.. forever. Example: How would a character know that you removed HP? A slight weakening could be explained by an unseen enemy, the Gods, madness or the moons themselves. If 5 people are casting at the same time, there is no way to choose the person who did what.
♦ Lunne's Boon (5-6) - Rolling within this range means that Lunne has protected you in some way and the spell or skill used works exactly as intended. There is no magical surge and there is no backfire.
♦ Rrok's Advantage (7-10) - The normally neutral Rrok grants his blessing randomly upon those using their magical abilities to do above and beyond what they normally would do. A magical surge will push through your veins at just the right moment intensify whatever skill or ability that you were using at the time.
*Attacks -
Backlash: Damage yourself
Surge: Hit an additional person for half the damage done
*AoE Attacks -
Backlash: Hit your team instead of your enemies
Surge: Double the spell damage done
*Attack Enhancers -
Backlash: You take the minimum damage for as many rounds as you would have had it.
Surge: Extra 1d on your enhancer.
(Ex: Topaz Spell gets 1d3 for 2 rounds. This spell would do 2d3 for 2 rounds or the caster would take 1 damage for 2 rounds. )
*Creature Summons -
Backlash: Create/Summon a new enemy to fight against you instead of for you.
Surge: Creature does an extra 1d attack damage. (Ex: Topaz Creature gets a 1d3 attack, this would give them 2d3 attack)
*Damage over Time (DoT) -
Backlash: The spell is turned back against you, same damage/same duration on yourself.
Surge: Double the damage done for every round.
*Defense Boost -
Backlash: Lose the defense you would have gained (Cannot have Negative Defense) (Topaz: +4 or +2 constant = -4 def for 1 rd or -2 for 1 combat)
Surge: Gain an absorb equal the what you gained.
*AoE Defense Boost -
Backlash: Instead of working on you and your allies, you boost those you're up against.
Surge: You create a defensive bubble around your chosen targets/party that reduces all incoming damage by the spells limits. (Topaz: +2 or +1 Constant for self + 2 allies = - 2 damage for 1 round or -1 dmg for 1 combat)
*Negate Defenses -
Backlash: Lose your defense for the same amount of rounds.
Surge: Crystal - Emerald: The duration of your spell is doubled / Ruby, Obsidian, Diamond: You sunder the armor of your target.
*AoE Negate Defenses -
Backlash: You + # of allies that would have affected NPCs lose your defense for 1 round.
Surge: Not only do you remove their defense but you make them unable to evade for 1 round.
Absorb -
Backlash: Instead of absorbing damage done to you, the spell absorbs damage that you do!
Surge: The spell doubles the amount of damage that can be taken before you lose your absorb.
* Reflects -
Backlash: You send the reflected damage towards an ally (roll or choose closest)
Surge: A sudden burst of energy intensifies the reflect causing an extra 1/4 damage.
*Evades -
Backlash: You find yourself rooted to the spot for 1 round, defense still applies, you just can't move or evade.
Surge: Your body becomes arcane energy (even if you just teleport!) for 1 round, making you incorporeal.
*Holds -
Backlash: You stun yourself, good job.
Surge: First round of the hold doesn't require a save, it just works. If it's a skill that doesn't have a save, get an extra round.
*AoE Holds -
Backlash: Half of your intended targets become your allies. (Topaz = 1 enemy, 1 ally / Amber = 2 enemy, 1 ally)
Surge: Crystal-Ruby - Gain an extra round / Obsidian - First round no save / Diamond - Targets auto-fail
Trait, Talent, & Tactic Buffs -
Backlash: Become negative what you would have gained.
Surge: Amplify what you would have received by half. Traits still cannot go above 16! (round up on half points)
*Trait Debuff -
Backlash: You can choose to debuff yourself (and remove any buff you may have) or buff the target instead.
Surge: Double the lost trait bonus. (DMs: For Obsidian+ casters you can choose to split points into 2 traits instead of -6/-8 in one!)
*Strike Boost/Lessen -
Backlash: A boost becomes a lessen and a lessen becomes a boost!
Surge: Lessen - Their next turn is considered an auto-fail. / Boost - Crit range is increased by 1 for 1 round.
*AoE Strike Boost/Lessen -
Backlash: A boost becomes a lessen and a lessen becomes a boost.
Surge: Works for two rounds instead of one.
*Weaken: Dice Sides or HP -
Backlash: Weaken yourself instead of your target.
Surge: Single Round Spells become two rounds spells / Constant amount are multiplied by 1.5.
(Topaz weaken removes 4 HP or a Constant - 2 dice sides, with surge removes 6 hp or 3 dice sides )
*AoE Weaken: Dice Sides or HP -
Backlash: Strengthen your targets instead of weaken them.
Surge: Dice Sides - Weaken for 2 rounds / HP - Amount lost is multiplied by 1.5.
Strengthen: *Dice Sides or HP -
Backlash: You feel the influence of the spell as it's meant to be but you actually lose the HP or Dice Sides.
Surge: One round spell lasts for two / Constant boosts are multiplied by 1.5.
Group Strengthen: *Dice Sides or HP -
Backlash: The group feels bolstered but the spell weakened them instead of strengthened.
Surge: Dice Sides - Strengthen for 2 rounds / HP - Amount gained is multiplied by 1.5.
Crafted Item DC Buffs -
Backlash: You lower the DC on that schematic, poison, potion, rune, etc permanently until all uses have been used.
(Only specifically the one you were buffing.. not all!)
Surge: The result of this spell is one rank higher than it would have been.
(Crystal/Topaz > Amber/Sapphire > Emerald/Ruby > Obsidian > Diamond. Diamond what more do you want okay? there is one of you!)
Magical Healing -
Backlash: Even Vermill wouldn't cause people harm with her mother right there, Healing is reduced by half. If using healing points - caster's choice on whether a person only receives half the heal or requires twice as many healing points to take care of their injuries.
Surge: Magical healing is combination of his parents just like him, all healing is doubled. Healing above what is needed can be used to heal a wound later or can be turned into an absorb to lessen the next hit taken, caster's choice.
AoE Heals -
Backlash: Healing is reduced by half (remember this includes skills that heal more than one person.)
Surge: All healing done is doubled for the group causing a shaft of light to find them if they are in a place that this can be done.
Combat Effects* / Healing Effects / Skill Effects / Flavor Effects -
Use Logic! Now I realize for some things there doesn't seem to just be one clear choice for how it could go wrong or very right. If you would like a definitive answer about a skill or spell that fits under the above categories on how a backlash or surge will go, feel free to email the spells to me or IM me asking about them. Make sure that they are clearly written on your dossier because if you don't have them.. then you can't use them! Warning: Asking me how it could go for some items may result in illogical, silly results just for fun. I highly encourage this on a case by case basis because you're asking the person who plays Elly to mess with your char and there are no takebacks!
Dual Spells -
Look at the reactions above and apply them to your spell when you roll for it. If you have any questions of how this might work, feel free to IM me or email me the spell in question and I'll respond as soon as I can.
Special note: On certain days, magic items/spells that can change the weather, tides or use moonlight may or may not work. Contact me and I will tell you your chances of it working. Divine casters that worship one or more of the Lunar Trinity may get a special treat if you let me know that you will be doing one of our activities this weekend. But you have to claim it to get it.
{•}
you found me! Email Fun size fantasy all the red words from the Fun stuff page.
you found me! Email Fun size fantasy all the red words from the Fun stuff page.