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DCC RPG - Unpredictable Magic?

Started by kythri, June 16, 2019, 12:58:33 PM

Previous topic - Next topic

Simlasa

Quote from: Blood Axe;1093883Someone pointed out " the lesser key to Celestial legions" ( i think that's the title).
Oooh! Sold!

Blood Axe

Quote from: Simlasa;1093894Oooh! Sold!

Its available as pdf on Drive thru , but if you message the creator on Kickstarter you can possibly buy a print copy.
To DEFEND: this is the pact.
 But when life loses its meaning
 and is taken for naught...
 then the pact is to AVENGE !

Blood Axe

For 0 level funnels, Crepuscular #1 Sanctum of the Snail is another good one.  I'l give some links.

Sanctum of the Snail
https://www.drivethrurpg.com/product/240336/Crepuscular-1-Sanctum-of-the-Snail?term=sanctum+of+the+snail

Emerald Enchanter
https://www.drivethrurpg.com/product/103720/Dungeon-Crawl-Classics-69-The-Emerald-Enchanter?term=emerald+enchanter


Hole in the Sky
https://www.drivethrurpg.com/product/153387/Dungeon-Crawl-Classics-86-The-Hole-In-The-Sky?term=Hole+in+the+Sky

Id say my favorite would be The Hole in the Sky.   Sanctum of the Snail is neat too, and includes a Patron or possible lesser God.  The Emerald Enchanter is ran as a 0 Level funnel even though it is for Level 2 characters.   Mid way there is jail, dungeon, etc that replacements can be made available if needed. Otherwise I ran it as 0 level funnel, no other changes.


These are also available in print by Goodman Games in their online store.
To DEFEND: this is the pact.
 But when life loses its meaning
 and is taken for naught...
 then the pact is to AVENGE !

Blood Axe

To DEFEND: this is the pact.
 But when life loses its meaning
 and is taken for naught...
 then the pact is to AVENGE !

Slambo

Quote from: Blood Axe;1094095For 0 level funnels, Crepuscular #1 Sanctum of the Snail is another good one.  I'l give some links.

Sanctum of the Snail
https://www.drivethrurpg.com/product/240336/Crepuscular-1-Sanctum-of-the-Snail?term=sanctum+of+the+snail

Emerald Enchanter
https://www.drivethrurpg.com/product/103720/Dungeon-Crawl-Classics-69-The-Emerald-Enchanter?term=emerald+enchanter


Hole in the Sky
https://www.drivethrurpg.com/product/153387/Dungeon-Crawl-Classics-86-The-Hole-In-The-Sky?term=Hole+in+the+Sky

Id say my favorite would be The Hole in the Sky.   Sanctum of the Snail is neat too, and includes a Patron or possible lesser God.  The Emerald Enchanter is ran as a 0 Level funnel even though it is for Level 2 characters.   Mid way there is jail, dungeon, etc that replacements can be made available if needed. Otherwise I ran it as 0 level funnel, no other changes.


These are also available in print by Goodman Games in their online store.
Its kinda funny cause the quickstart funnel is called portal from the stars iirc, basically the same name as hole in the sky.
I got to run Portal recently, and it was a blast, i need to get the full rules of this game asap.

Unfortunately i have a problem with one player who rolled bad on the mercurial magic table for his spells and doesnt want to play. Speaking of which i dont think anyones talked about mercurial magic in this thread have they?

From what i gathered. When you learn a new spell it has some random effect appended to it when you cast it.

Blood Axe

Yeah, very similar names- completely different adventures.  The Hole in the Sky also has a potential God/Wizard Patron.  Fun little adventure.

Yeah , mercurial magic gives a special effect when a caster uses that spell.  Its different for EACH SPELL, not the same for all spells.

They also have different "manifestations", pretty cosmetic.

Lets look at FLY spell for example. d4
1- target manifests wins (angelic or demonic depending on alignment)
2- target is surrounded by thousands of tiny birds that lift him in the air
3- clouds manifest at the targets feet
4- nothing

MAGIC MISSILE manifestations d10
1- meteors
2- flaming arrow
3- force arrow
4- screaming clawing eagle
5- black beams  
6- balls of lightning
7- splash of acid
8- ray of frost
9- force daggers
10-force axe







Mercurial effects can be:
-Anima drain- wizard suffers corruption every time he casts the spell unless he spellburns
-Slow cast- spell takes twice as long to cast
41-60 is no effect
-Mentalism- the caster can use this spell with ESP alone, no movement, speaking or materials needed
-Phase out- the Wizards phases out becoming invisible & invulnerable but cannot interact , 1d6 rounds
-Necrotic drain- the nearest living creature other than caster takes d6 damage, for every 2 damage the spell result is +1
-Great power- roll twice for any random effect of the spell and caster can choose which to use
-Psychic shield- in the round after casting the Wizard gets a +2 to AC & Will saves as he encased in a protective barrier. Lasts 1 round.


Most are not beneficial.  If you don't like it, you can always ignore mercurial effects and manifestations.
To DEFEND: this is the pact.
 But when life loses its meaning
 and is taken for naught...
 then the pact is to AVENGE !

Simlasa

#51
Quote from: Slambo;1094106Unfortunately i have a problem with one player who rolled bad on the mercurial magic table for his spells and doesnt want to play. Speaking of which i dont think anyones talked about mercurial magic in this thread have they?
Mercurial effects give a personal flavor to spells... pushing the idea that no two spellcasters have exactly the same way of doing things... that all 'Spider Climb' spells are not the same. Some effects can be a boon... some can be funny or evocative... a few might be annoying. Certain grimoires might have a common 'theme' of mercurial effects for the spells they contain... certain mentors or Patrons can add a similar taint.
There's a few times where a spell was cast just to get the mercurial effect associated with it (localized thunder storm).

In our games there can be various reasons for them... so if a PC doesn't like the effect but wants that spell, they can try doing some research to remove/alter it... find/buy/create a charm that cancels all mercurial effects... or find a copy of the spell from a different source and swap it out. It's back to DCC's refrain, "Quest for it!".

Steven Mitchell

Read up on all those funnel adventures.  "Sailors on a Starless Sea" looked most like something I would enjoy from what I can tell in that brief research.  I'm not necessarily interested in the "metal" vibe touted as a strong point for some of them.

Slambo

Ill try getting him to try that, i though i did say that it was different for each spell but maybe i didnt. Anyway i mighy do another funnel adventure since i have some other friends that are interest, will probably try hole in the sky just cause the name is similar.

Blood Axe

Quote from: Steven Mitchell;1094118Read up on all those funnel adventures.  "Sailors on a Starless Sea" looked most like something I would enjoy from what I can tell in that brief research.  I'm not necessarily interested in the "metal" vibe touted as a strong point for some of them.


I haven't noticed any ' metal vibe'.  Hole in the Sky is neat.
Sanctum of the Snail is less serious, still a good adventure.
To DEFEND: this is the pact.
 But when life loses its meaning
 and is taken for naught...
 then the pact is to AVENGE !

Psikerlord

Quote from: Simlasa;1093880I'm just fond of playing DCC Clerics, because the rules really keep your relationship with your God/Goddess in the forefront.
DCC really could use something like the Patron books, full of different Gods with tailored spell lists, Disapproval charts. and unique spells. I've been messing around with one for Cthulhu... which focuses on dreaming, weird mathematics, and seafood.

The LFG Cultist class requires the "cleric" to adhere to their god's tenets in order to use magic safely. If they don't have "favour" at the time of invoking a blessing, they risk a "Divine Rebuke". The divine rebuke table (and related Rite of Atonement table) would be easily ported into other games.    https://lowfantasygaming.com/2018/11/06/low-fantasy-gaming-the-cultist/
Low Fantasy Gaming - free PDF at the link: https://lowfantasygaming.com/
$1 Adventure Frameworks - RPG Mini Adventures https://www.patreon.com/user?u=645444
Midlands Low Magic Sandbox Setting PDF via DTRPG http://www.drivethrurpg.com/product/225936/Midlands-Low-Magic-Sandbox-Setting
GM Toolkits - Traps, Hirelings, Blackpowder, Mass Battle, 5e Hardmode, Olde World Loot http://www.drivethrurpg.com/browse/pub/10564/Low-Fantasy-Gaming

Blood Axe

Quote from: Psikerlord;1094939The LFG Cultist class requires the "cleric" to adhere to their god's tenets in order to use magic safely. If they don't have "favour" at the time of invoking a blessing, they risk a "Divine Rebuke". The divine rebuke table (and related Rite of Atonement table) would be easily ported into other games.    https://lowfantasygaming.com/2018/11/06/low-fantasy-gaming-the-cultist/

Im a backer of the recent Kickstarter. Id recommend this game. Very cool.
To DEFEND: this is the pact.
 But when life loses its meaning
 and is taken for naught...
 then the pact is to AVENGE !