Cooking up somthing tastey. [Archive] - Wizards Community

Post/Author/DateTimePost
cradlefilthmikey

05-06-07, 03:40 AM
I'm creating a new world, but i want it to be something a big variety of people would like to play. I have enough information to cerate an area for my players to test drive the world. So far I have gotten a great responce from them but there might be somethings i have to change arround. Starting off here are the basics of the world, Ærther.

The World of Ærther
In the world of Ærther, magic meets machine in a whole new way. Theological advances have created guns, which now for the most part replace bows. But due to the shoddy accuracy it is not the weapon of choice amongst most people, the cold hard steel is though. The world itself is about 5 times as large as earth.

Magic in Ærther
Magic is all round Ærther. Wizards, Clerics, Scorcers, and Druids find ease in casting their magic’s, even with lack of preparation. Material components are unnecessary, due to the high potency of mana flowing through the world.

Hex Orbs: A Hex Orb is condensed mana in solid form. I can be produced or found naturally. Due to its high concentration, anybody can use these glass-like colorful spheres (unless otherwise noted by class or Race.) By this standard anybody can use magic in its most mundane form. There are some advanced magic users, such as Warlocks, Wizards, and Druids.
The use per day of a Hex Orb is equal to (CHA modifier + 1/2 Hero level rounded up) - spell level of Hex Orb.
Some classes allow a character to add their Use Magical Device skill as an addition for more uses. The max Hex Orb level able to be used by a normal character, is 1/2 the character’s level rounded down (minimum Lv.0).
Hex Orb can be placed into armor with ease, as to make for easy spell casting. Hex Orb has to either be equipped to a player's equipment, or held in hand.
Hex Orb can be classed into two basic types, which can easily be determined by color, Red - Passive, and Green - Active. Passive Hex Orbs give bonuses to the person when equipped to an armor, or ring is fashioned out of it. Active Hex Orbs have to be used consciously by the character, and can also be equipped to armor for easy access. Active Hex Orbs can fall into any, or multiple, sub-types, there are 6 in all.
Summoning-(Magenta) brings an outside ally to help fight
Enchant-(Yellow) Effects the minds of others
Illusion-(Aqua) Tricks of the eye
Necromancy-(Blue) Controls of the dead
Transmutation-(Violet) Changing of the shape
Evocation-(Orange) direct damage
Dread-(Black) Exceedingly evil spells

Races of Ærther
There are many humanoid races in Ærther. And about as many sub-races per race, as there are races. The basic, most common races observed are; Human, Eleven (High Elf), Half-Elf*, Half-Orc, Dwarven (Hill Dwarf), Halfling (Lightfoot), Gnomes (Rock Gnome), Dusklings, and Half-Orges. Human Sub-races include Half-Dragon, Azurins, Rilkans, and Skarns. Dwarven Sub-races include Deep, Mountain, Desert Dwarfs, Duergar, and Half-Dwarf. Eleven Sub-races include Half-Human, Aquatic (sea), Drow (dark), Grey, Wild (grugach), and Wood (sylvan). Gnome Sub-races include Deep (svifneblin), and Forest. Halfling Sub-races are Tallfellow and Deep Halflings.
*DM note, a half-elf can sacrifice one of her bonuses for a bonus feat (due to being half human!!)
Any other race can be accepted, but it cannot exceed a L.A. of +2! Be objective on monstrous races.
Regular humans get a +2 Cha bonus