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| Melpomene05-20-06, 02:27 AM | I was gone for a while, I'm back. The listed guild boons and tithes occur at levels 1, 7, and 12, respectively. [edited, look down a bit ta see the thing with new edits.] |
| fatal error05-23-06, 10:13 PM | Ravnica interests me as a setting, as it should, since I've taken the time to make my own city-scape setting of guild intrigue. Anyway, reading the descriptions I must ask several questions: What are all these classes? Are they actually class names or 'flavor names'. If my is a 'Mage Blade' of House Boros am I a mage blade, or am I a mix of fighter, wizard and perhaps with spellsword or eldritch knight thrown in? Given the names, it seems the latter is correct. On to the races; are these races (particularly the minotaurs and giants) going to be 'stock' D&D versions, or perhaps watered down and non-racial hit diced version for easier playing. Of course, nothing says that just because minotaurs live in the city they should be allowed for players to play. As far as religion goes, don't the Orzhov run the only 'real' church of Ravnica, and aren't they a 'false' religion anyway? It seems like there's really no divine presence in Ravnica, at least not in the same way as D&D's deities. Finally, do you think perhaps D20 modern's approach could work better for such a setting? Besides the more adaptable class system, the wealth system also seems more fitting for such a sophisticated city, although that's debatable. Just thought I'd mention the option, anyway, especially since those of you working on it seemed to want to create a long list of classes, which D20 modern's base and advanced class approach covers better than D&D's base and prestige classes, in my opinion of course. Anyway, I'd be happy to contribute in some way if I know quite what needs to be done. |
| PoniesNSunshine05-24-06, 01:53 AM | There is a LOT of background on ravnica all ready, the downside is that it's multiple areas all over the internet. FYI, the Paruns are the original ten founders of the guildpact. The surviving ones are: Niv-Mizzit Rakdos Szadek Razia Maat'Selesnya (sleeping, not neccesarily even a conscious awareness, she's just part of the chorus at this point) Svogthos (assumed dead at the end of the series, but he's the head of the guild that governs life and death, so I wouldn't jump to conclusions) Selesnya is a religion, they worship nature and the Conclave, powered by an ancient, sleeping Parun (Maat' Seleysnia) that rests in the trunk of their city tree, Vitu-Ghazi. Golgari have shamans and pray to their former Parun and zombie god, Svogthos. The Rakdos worship their demon Parun, named, funnily enough, Rakdos. The Gruul have Shamans who are in touch with the land as well. Spirits are *all* over the place in Ravnica, so ancestor worship is present. Divine presence is debatable, Ravnica exists as an independant plane, it's completely inaccessable from other planes and cannot be left or entered. "divine" magic would probably come from the same place that arcane magic does -from mana, though one could make a case that the Parun are powerful enough to grant divine abilities, though I'm sure Niv Mizzit would have a perfectly logical explanation of the transference of brainwave sympathy over sub-planar distances. As for alternate races, there's some lore relating to that - almost all of the monsters and bestal creatures in ravnica have been domesticated. The few that are not are either far too powerful to be tamed, or have been purposefully freed by the Gruul. So one could work from the assumption that the Giants and Minotaurs of the Boros, and other "bestial" humanoids have long had their wild, powerful traits bred out of them. Of course the Rakdos and Gruul would have giants, etc that are typical DnD monsters. So how are you addressing the Simic's cytoplasm? |
| Melpomene05-24-06, 02:31 PM | Adressing concerns and questions in the order recieved: 1.) I am a collecter of base classes. I have about 150, and I'm always expanding. The classes given in the above profile can be found in thier respective books. (I'm fuzzy on the OGL, and since the books come from various sources I won't list examples.) I realize this doesn't help the non-collector much, but this piece was copy/pasted from my personal files. 2.) I collect races, as well, with 300+ ready for use. Most races will be D&D stock. However, in the minotaur case in particular, there exists a pre-scaled-down version which makes a much better player race, and I will primarily encourage this version. 3.) Ravnica has a number of clerics (creatures with the cleric type). All of the white and black guilds have religion, and clerics. I have opted to use the Greyhawk gods because, well, I like them. In the cases where there needs to be adaption (such as where listed), I have. 4.) I have little experience with modern. I am comfortable with the classes available, but that's no reason not to branch out. 5.) Why did you mentione an FYI about Peruns? Did it seem I was lax somewhere in description? 6.) Most of my information comes from the cards themselves, supplimented by Wikipedia. I have not yet read the books. 7.) The plane is very diverse. I have no plans to disalow any of my 300 some discovered races, nor do I see much good in creating new races or templating old ones. 8.) I haven't quite decided with cytoplasm. The Simic, as I have mentioned, must take some levels in Paragon. I have debated having magic items of all kinds as cytoplasm, but the jury's still out. |
| PoniesNSunshine05-24-06, 04:29 PM | 5) In my own campaigns I usually sub my own diety names for classic greyhawk dieties, using the same statistics. This is only working off the idea that ravnica is an inaccessible plane, it's your campaigns. Didn't see a mention of Svogthos or Maat'Sylesnia either. 6) Definitely read the novels, as you're going to get a ton of info from them. Check out the storyline discussions online with Cory Herndon and Scott Mcgough at http://forums.mtgsalvation.com/forumdisplay.php?f=57 The wiki project is moderated by some of the members from that forum. Additionally, check out Matt Cavotta's Taste the Magic articles for even more info. http://www.wizards.com/default.asp?x=mtgcom/columnarchive&column=TastetheMagic 7) Sure. Not my taste,though. Example, you can't play a minotaur unless you're 6th level, and you don't even get classed. 8) Cytoplasm is everywhere, up to the creation of Experiment Kraj. People are given cytoplasm to heal injuries, replace lost limbs, and create body enhancements. The Simic practically give the stuff away. (Cytoplast Manipulator kind of explains the shady reasons behind this, but I don't want to give much away) Additionally, I assume you're placing the timeframe pre-celebration of the guildpact? There are 12 years in between the celebration (Ravnica) and the events of Dissension. One more thing to mention, lifespans on ravnica are about half again as long as lifespans in general Dnd, Kos is over 150 years old. |
| Melpomene05-24-06, 11:55 PM | I love Cavotta's stuff. He's largely my inspiration for the whole Ravnica d20 project. |
| NinjaThulu06-02-06, 07:49 AM | Don't be so sure about the Golgari guild's alignment! under the new leader in the Guildpact and Dissension novels (not mentioned by name to avoid spoilers) they are good, not evil. But before that, they have the Sisters of Stone Death (evil) then Savra (Evil) and Svogthir the God-Zombie (not evil, just insane.) |
| Melpomene06-05-06, 01:46 PM | The Golgari do have a rather flexable alignment (only the Boros are more diverse in spectrum). However, the general bent of the guild is towards NE. This is derived from Green (NN) and Black (NE). The guild at large is described as being preditory, traffiking with unhallowed dead, and unleashing plagues just so they can watch people die. However, the guild leadership is so flexable and the dynamics of the religion/philosophy such that a broad range of alignement is possible. Still, I would attest the the majority of the guild (>51%) is NE. |
| Majindario07-25-06, 12:41 AM | OMG guys, I need more. Anyone have any links or signs of progress on a RAvnica d20 campaign? |
| psychic_infinity08-18-06, 08:55 PM | I think this is a really good idea, but I have one question that bothers me slightly: Why do the Simic have to take levels in Paragon classes? I'm assuming you're talking about the Paragon classes in Unearthed Arcana, yes? |
| HyleanLegend09-27-06, 08:07 PM | This really is a great idea. Keep up the good work! |
| fatal error09-28-06, 01:41 PM | I think this is a really good idea, but I have one question that bothers me slightly: Why do the Simic have to take levels in Paragon classes? I'm assuming you're talking about the Paragon classes in Unearthed Arcana, yes? I assume because Paragon Classes are sort of like a 'higher evolutionary form' of the base race. An elf paragon is not only an elf, but is the epitome of an elf. Thus the Simic, who are all about enhancing something's natural traits, require their researchers to pursue this by becoming the epitome of their race. At least, that is what I assume he meant. Essentially, paragon classes are the closest thing to genetic engineering as far as D&D classes go. |
| MasterBlaster10-02-06, 03:21 PM | damn it, you beat me to it. |
| Melpomene10-02-06, 10:32 PM | In addition to UA's paragons, Monte Cooke's AU goes into real depth with the idea of paragons and evolutions (which, in the case of the Simic, I use interchangably). |
| Melpomene10-02-06, 10:35 PM | Boros The Boros Legion represents the militant arm of the guilds. It represents the order-keeping element of Ravnica, ensuring that the citizens don’t become too rowdy. The irony being, of course, that the furious and zealous Boros legionnaires can cause almost as much damage as they intend to prevent. Alignment: Lawful Good, at least on paper. Individual members vary, usually towards Chaos. Their colors are White and Red. Their symbol is a flaming fist. Leader: Razia, a Solar archangel with the Fire and Glory domains. She leads by example, meting out justice without fear or mercy. Lands: Most of the Boros lands are garrisons, forges, watchtowers, and support structures. The Sunhome garrisons are massive fortresses which hold the forces of the Legion and where guild business is conducted. Classes: The Boros are highly militant, and their classes reflect it. Some examples include Champions, Favoured Souls, King’s Troopers, Mage Blades, Marshals, Paladins, Samurai, Soulborne, Warmain, and Warmages. Races: The Legion is made of a smattering of militant-minded races. Some typical examples include Humans, Dwarves, Minotaurs, Goblins, and Giants of all types. Religion: The Boros mage-priests worship Heironeous or St. Cuthbert, but add Fire and Glory to their list of available domains. Quote: “…The Boros have given him the skill of a soldier and focused his heart with a single cause.” Roleplaying Tips: Boros hearts are filled with purpose and duty. You do what you do because it is right. Other good paths are too soft on evil, while evil paths are detestable and aught to be expunged from existence. You are the fiery sword of Razia, and all who oppose her glory should tremble before you. -- Boros guild members are expected to be ready to get into any fight. They gain proficiency with all martial weapons and with light armour. 1.) The members of the Boros legion are given the authority to enforce the streets. They gain Persuasive as a bonus feat. 2.) Boros soldiers are as quick as they are mighty. They gain Improved Initiative as a bonus feat. 1.) All members of the Boros guild are expected to swear an oath of service and protection. This oath is usually the paladin oath, although some may choose to adhere to the code of Bushido. In any event, if they break their oath, the must Atone before they can advance further in Boros. 2.) To prevent the most powerful guardsmen from overstepping their authority, a Mark of Justice is placed upon their brow while they re-sanctify their oaths. If they ever break their oath, the Mark triggers. Orzhov The church of Orzhova is a decaying hall of decadence and deals. The corrupt spirit lords who preside over it dish out spiritual guidance, along with all manner of illicit goods and services, in exchange for power. Alignment: Lawful Evil. By and large, the guild is bent this way, although a step or two away isn’t unheard of. Their colors are Black and White. Their symbol is an eclipsed sun. Leader: The Ghost Council, a group of approximately a dozen spirits. The council is comprised of ancient ghosts nobles, formerly family heads, who deliberate on matters of commerce and enterprise. Lands: The decaying halls, godless shrines, and mighty churches of Orzhov stand as gothic flagstones to the quiet cafes and upscale shops found in the golden districts of Ravnica. Classes: The church is without an official military or militia. Instead, they rely on deal-making and magic. Typical classes for Orzhov include Clerics, Magisters, Nobles, Tyranny Paladins, and Void Cultists. Races: The church sports all manner of creatures, but enjoys the company of Humans, Bael, Mojh, Spirit Folk, and Teiflings. Religion: The church reveres Hextor, and has the Evil, Law, Destruction, and Spirit domains. Quote: “Unlike most churches, at Orzhova it’s best to pray before you arrive.” Roleplaying Tips: The Orzhov fratelli e sorelle are very concise in their dealings. Be direct without being terse. Veil your threats and your intentions. The guild also knows how to throw its money around, so act as though you are part of the noble elite; buy with power, sell with confidence, and “tend to” anything else with speed and discretion. -- Members of the Orzhov guild know the worth of gold. They gain Appraise as a class skill. 1.) The obvious benefit of guild membership is wealth and the font of power it brings. Orzhov members gain Windfall as a bonus feat. 2.) Money continues to flow in, giving the character Windfall as a bonus feat again. 1.) L'abbraccio della famiglia. At this level, the Orzhov guild member has offered their mind and body to the family. They are expected to marry within the guild as soon as possible and to have children. They are prevented from buying any goods from outside the guild without approval, and suffer a -4 penalty to all Mind-Affecting magic saves cast by higher-ranking guild members. 2.) L'abbraccio dell'anima. The Orzhov guild member gives up his soul at this level. She may never refuse resurrection or being reborn as undead. She also suffers a -8 penalty to all saves against Mind-Affecting or soul affecting magic cast by higher-ranking guild members. Selesnya The arboreal guild of Selesnya keeps the tradition of lovely, luscious greenery alive with massive gardens. The guild produces most of the city’s food, and has become very wealthy off their agricultural prowess. Alignment: Lawful Good, with a trend towards Neutral Good. Their colors are White and Green. Their symbol is a tree reaching to the sun. Leadership: The Chorus of the Conclave, a council of dryads who command the largest of the group-conscious and sing out the call for votes. Lands: One is always impressed when entering Selesnyan lands. They are arboreal, filled with hanging gardens, wildlife sanctuaries, and temple gardens. Vitu-Ghazi is a massive hollow tree which serves as the guild hall. Classes: These keepers of the natural world feature a number of nature-loving classes. These include Druids, Greenbond, Healers, Rangers, Spirit Shaman, Witches, and Woodsmen. Races: Creatures which might be lost in the big city find help within the Selesnya guild. The guild is comprised primarily of Elves, Centaurs, Dryads, and Awakened. Religion: Most of Selesnya worship nature at large, but a few also pray to Ehlonna. Quote: “Let the song of Selesnya be heard above the rhythm of our thundering hordes!” Roleplaying Tips: A Selesnyan guildmage is never alone. Their mind belongs to the Conclave. They might speak in third person or listen to distant sounds. The guild is also calm and collected, zen-like and meditative in their daily activity. -- The members of Selesnya gain Perform: Sing, Profession: Farmer, and Diplomacy as class skills. These skills allow them to serve and provide for the chorus. 1.) The Chorus of a thousand voices hums through the minds of the guild. They may make Knowledge rolls untrained. 2.) Selesnyan magi become further attuned to the voice of the Chorus. They may make any skill check untrained. 1.) Selesnyan magi are expected to keep with the chorus of life. They must take at least 5 ranks in any one guild skill or they may not advance. 2.) The Chorus expects much of their guild’s leaders. The mage must have 5 ranks in two guild skills or they may not advance. Dimir The Dimir don’t exist. They never have. The Dimir are a ghost story that overworked mothers tell to their children. Certainly, no guild of assassins, lorebrokers, and sewer monsters could dwell in such a well-regulated city. Alignment: Neutral Evil. Or maybe not. Their colors would be Black and Blue, if they existed. The symbol associated with them is a monstrous eye. Leader: A farcical legend was created for the shadow-guild’s leader: a psychic vampire over 10,000 years old by the name of Szadek. Lands: It is a fact that the dank undersewers are dangerous and risky even for entire patrols of Wojak. However, there is no reason to believe that Duskmantle, the hideous and fabled House of Shadow, can be found therein. Classes: According to the myth, the Dimir feature all manner of unsavoury characters. These might include Hex Blades, Mahoutsukai, Ninja, Psions, Rogues, Shadow Mages, and Spellthieves. Races: What races might make up such a group? One can only guess, but that guess might include Changelings, Drallok, Gloamings, Naga, Shadar-Ki, and Yuan-Ti. Religion: The Dimir, when they are mentioned praying at all, do so either to Vecna or to evil outsider gods. The alien gods’ domains are Evil, Dream, Madness, and Mind. Quote: “In a space where there is no room, in a structure that was never built, meets the guild that doesn’t exist.” Roleplaying Tips: You are not a member of your guild. In fact, you’re not even sure if your guild exists. Don’t act like a sneak; people will think you’re up to something. An Orzhov assassin, an Izzet mage, maybe. But a sneak? You? Never. -- No matter the class, the ability to keep guild knowledge hidden is key. Dimir mages gain Bluff and Disguise as class skills. 1.) Ancient magic keep the Dimir’s mind protected. They are affected as though Undetectable Alignment was always cast on them. 2.) The Dimir mage advances to heightened levels of stealth. They are affected as though Protection from Scrying was always cast on them. 1.) Stealth and secrecy are important in the guild. The guild member must have a cover identity. They also need at least 3 ranks in a mundane skill so they can pass as their cover and 3 ranks in a guild skill. 2.) The ranks needed in the cover and guild skills increase to 5 at this level. Azorius Leadership and bureaucracy are needed to run any large economic conglomerate. The Azorius Senate are the strong backbone to which the rest of Ravnica is supported. The Azorius also control most of the courts, dealing out justice after suspects are apprehended by the Boros. Alignment: Lawful Neutral. Some shifting, but always lawful. Their colors are Blue and White. Symbol is a labyrinth held in a triangle. Leader: Grand Arbiter Augustine IV, head of the Ravnica courts. Augustine is a decisive and commanding magister who delivers justice without ego or remorse. Lands: The law offices and courts have wide open channels, fountains, and libraries. The mighty spires of Prahv are located at the northmost pole and are considered the coldest area in Ravnica. Classes: As the ruling class, there is very little in the way of military might presented by the Azorius. Their favored classes run in the lines of Akashiks, Bards, Chronomancers, Magisters, Nobles, Specialists, and Soldiers of Truth. Races: The Azurious are led by the height of nobility and grace. Typical members include Humans, Elan, Illumian, Loxodon, and Twi’lek Religion: Azurious do not have a formal church and take in very few clerics, as they view them as biased. Quote: “Where much work is done to make sure nothing gets accomplished.” Roleplaying Tips: Although many of the lawkeepers are stuffy, uptight, and boring, not all of them are. In fact, the guild features a robust number of knights and soldiers who ensure order in Ravnica. Try to be knowledgeable and officious, but not without a spark of personality. -- A lawmage must know the law. Azurious guild members gain Knowledge: History and Knowledge: Nobility as class skills. 1.) The Guild Pact protects those who protect it. Azurious guild members gain a spell resistance of 13. 2.) The resistance granted by the pact improves to 15 at this level. 1.) A potential lawmage must be able to quote the entire Guild Charter from memory. This requires 5 ranks in either of the guild skills. 2.) At this level, the mage must be able to quote all of Statutes and Rotes vs. I-III from memory. This requires 8 ranks in either of the guild skills. Simic In their horrible labs, twisted creatures lay sprawled out on labs, while twisted creatures breath life into them. The Simic are a clan of creators, pushing new life into the city. The Simic were originally responsible for the preservation of the native life. Having thusly failed, they have taken to making life capable of thriving in the city. Alignment: Neutral. Complete scientific displacement. Their colors are Blue and Green. Their symbol is a willow with a tidal wave for branches. Leader: An elvish biomancer named Momir Vig, inventor of cytoplastic technology. Vig is the soul of the Simic, and most of the researchers follow his example. Lands: Simic lands are unpleasant to travel through. They tend to be dank, cramped laboratories and study chambers filled with wretched monsters and creeping mold. Novijen is the largest lab, Vig’s personal testing site. Classes: The Simic favor the research-minded and tend to focus on intellectual rather than physical pursuits. They favor Calculators, Flesh Magi, Paragons, Psychic Warriors, Tattoo Magi, and Enchanters. Races: Nearly any race might end up as a Simic war monster. However, the wizards themselves tend towards Verrik, Bothan, Illumian, Mongrelfolk, and Phaerlock. Religion: Most Simic are too engaged in their studies to bother. An odd handful pray to Baccob or Obad-Hai. Quote: “Look beyond, to the vascular awareness that all life is a map to greater knowledge” Roleplaying Tips: The Simic researchers are bit known for being outspoken or boisterous. However, underlying their quiet veneers are hearts of hidden passion. The Simic really do believe that what they do is worthwhile. It grows on them like a sickness, consuming all their time and attention. Be dedicated, reserved, and above all sober. -- Simic researchers gain Knowledge: Nature and Knowledge: Dungeoneering as class skills. These aid them in constructing their monsters and abominations. 1.) Research is the first and last word of the Simic. They gain Knowledgeable as a bonus feat. 2.) Simic magi have affinity with the creation of beasts. The mage gains as a bonus feat Improved Familiar or Improved Animal Companion. If they do not meet the prerequisites of these feats, they gain Summoun Familiar as a bonus feat without needing the prerequisites. 1.) The experimenter must be experimented upon. One of the researcher’s seven levels must be Paragon. 2.) Further autoexperimetnia is needed. Two of the researcher’s twelve levels must be Paragon. Izzet The builders of the great city works projects of the city are the industrious and resourceful Izzet. They are consummately delving into unexplored theorems, probing the very nature of the universe. At the same time, they’re also blasting away massive chunks of the city with their failures. Alignment: Chaotic Neutral. A few head towards True Neutral or Chaotic Good. Their colors are Blue and Red. The Izzet symbol is a likeness of the guild’s dragon founder. Leader: Niv-Mizzit the Firemind, an ancient wyrm red dragon. Niv-Mizzit is the most intelligent being on the entire plane, nearly worshipped by his Izzet disciples. Lands: Izzet lands are always obvious. Massive wizard towers covered in hissing pipes, boilers, and arching magical fountains dot the land. Each Izzet territory has an aerie to which the ruling dragons may rest. Classes: The Izzet prefer any class which can satisfy their curiosity. These include Alchemists, Artificers, Kenza, Mech Jockeys, Steamborgs, Technomancers, and Tinkers. Races: Only races with sufficient intellectual capacity can even apply. These might include Gnomes, Goblins, Dracha, Dragon-Kin, and Elementals. Religion: The Izzet largely supplicant themselves before Niv-Mizzit. They have nearly no connection to the divine whatsoever. Quote: “My criticism of the Izzet is that their impulse for learning seems too much like impulse and too little like learning.” Roleplaying Tips: The Izzet are fanatics, plain and simple. Knowledge and magic are their playgrounds, in which they frolic and play. They tend to be vocal about their passions, as well, although they become quickly discouraged if their listeners don’t seem to be getting it. Speak quickly, loudly, and make up big-sounding words as often as possible. -- Izzet magi are gifted with all matters of magic. They gain Spellcraft and Knowledge: Arcana as class skills. 1.) Izzet mages are a repository of knowledge and power. They gain Extra Spell or Extra Steam Power as a bonus feat. 2.) More power and knowledge is obtained at this level. They gain Extra Spell or Extra Steam Power again as a bonus feat. 1.) The first Izzet exam tests the student in their spellcrafting. They student must create an original spell of the first level or higher. They need not be able to cast it. 2.) The second test is much harder than the first. The student must be able to create an original third level or higher spell. They need not be able to cast it. If the student created a spell of third level for the first exam, they do not need to take this test. Gruul A collection of several independent tribes more than a structured clan, the Gruul balk at the oppressive system of guilds. They prefer chaos, and yearn to go back to a simpler time. They support this view with armed uprisings and subtle civil disobedience. Alignment: Chaotic Neutral. Bends towards evil. Their colors are Red and Green. The Gruul symbol is a burning tree. Leader: Leadership is nominally given to Borborygmos, a cyclops. Borborygmos controls several of the clans through his massive shows of strength and his simple orders. Lands: The Gruul do not so much have official lands. They have slums, holes, and stomping grounds in which they squat and beat up anyone stupid enough to enter. Classes: The Gruul like collateral damage and hurting things. Their favored classes include Barbarians, Guerillas, Rogues, Totemists, Totem Speakers, and Wilder. Races: The Gruul prefer bigness, but are willing to accept the crafty and malcontent. Their ranks include Goblins, Ogres, Giants, Centaur, Lizardmen, and Troglodytes. Religion: Most Gruul worship totemic or tribal sprits. A few also pay homage to Erythnul and Gruumsh. They may add Retribution to their list of domains. Quote: “Gruul shamans are bent on punishing the civilized. Any act more complex than rubbing sticks together or eating with utensils is met with the stinging burn of their magic.” Roleplaying Tips: The one thing that the Gruul have left is passion. Live every moment largely. You do not have an indoor voice. When you’re hungry, eat; when you’re thirsty, drink; and when you’re angry (which is most of the time), yell. -- Gruul radicals must be able to survive in the harsh urban wastes. They gain Survival and Climb as class skills. 1.) Gruul radicals must hunt their own food if they want to eat. They gain Track as a bonus feat. If the radical wished to join the Scrab Clan, they gain a Willing Deformity as a bonus feat instead. 2.) Gruul radicals do not forgive grudges. They gain an additional favoured enemy or, if they have none, gain Favored Enemy as a bonus feat. 1.) Being on the fringes of civilization affects even the most elegant. Gruul radicals take a -1 penalty to all Charisma based skills. 2.) As the blood, sweat, and mucus builds, the penalty to Charisma skills increases to -2. Rakdos A clan of wicked, depraved souls, the Rakdos represent the worst of Ravnica. The clan as a whole worships the demon lord Rakdos, a hideous monster of flame and pain. The individual members illicit divine power in their quest for destruction and pain. They delight in torture, suffering, and death. Alignment: Chaotic Evil. Colors of Black and Red. The symbol, usually burned into the flesh of victims, is a flaming skull. Leadership: The guild is still officially led by Rakdos himself. The Laughing Demon spends most of his time on his throne in Rix Maadi and leaves decisions to his cultists. Lands: Above ground, the Rakdos lands are pitted, decaying ruins punctuated by perverse shrines and nightclubs. Under ground, Rix Maadi echoes with the screams of sacrificial victims and tormented supplicants. Classes: The Rakdos take to those vocations which enable them to vent their evil best. These include Clerics, Hex Blades, Initiates, Mercenaries, Mountebanks, Paladins of Slaughter, and Sorcerers. Races: Any race of wanton evil might be accepted, but some of the typical examples are Goblins, Gnolls, Minotaurs, Orcs, and some Giants. Religion: Rackdos grants the Evil, Chaos, Pain, and Madness domains to his clerics. Quote: “Sacrificial rites take place before an audience of cheering cultists, each begging to be the next on stage.” Roleplaying Tips: Unlike other guilds who work out of duty or honor, the Rackdos genuinely enjoy their work. Be happy. Crazy happy. All the time, but especially when you’re killing something. Also, the typical Rackdos mage has the attention span of a goldfish, so when in doubt you should light stuff on fire. It doesn’t matter what. -- Rakdos supplicants are inured to the horrors they create. They gain a +2 bonus on saving throws against pain and fear effects 1.) Rakdos supplicants become hardened to even the greatest autocracies. The bonus to saves against fear and pain increases to +4. 2.) At this point, there is nothing left to phase a supplicant. Their scarred, soulless forms are immune to fear and pain. 1.) The mind of a Rakdos supplicant degenerates quickly. They take a -1 penalty to all Wisdom-based skills and checks. 2.) The mind of the supplicant is ripped apart at this level. The penalty to Wisdom skills and checks increases to -2. Golgari The natural order, the cycle of death and rebirth, and the sanctity of death. These are all the things the Golgari wish to overcome. They are necromancers and recyclers beyond compare, rising and re-rising as necromantic abominations. Alignment: Neutral Evil. Individually, the Golgari are all over the place, running from True Neutral to Lawful Evil. Colors are Black and Green. Their symbol is a garden encasing a skull, or an insect skull. Leadership: The Sisters of Stone Death, Ludmilla, Lexya and Lydya, an ancient trio of medusa prophets. The leadership of the guild is always under attack, most recently from Savra, an elvish shaman. When death can only delay your opposition, contestation is expected. Lands: Like everything else the Golgari use, the lands of the Golgari are strictly recycled. Massive mushrooms are pulled over to hide the sun and rotting mold decays the ancient walls. The guildhall Svogos is a reclaimed Legion fortress. It likes to move. Classes: The Golgari explore a variety of options in their search for dark evolution. Some paths include Fetish Magi, Necromancers, Paragons, Rangers, Rune Masters, Wu-Jen, Spirit Shaman, and Thaumaturges. Races: All races seek to overcome the bonds of death, but a few are more inclined to join a guild than others. Some examples include Dekarin Elves, Trolls, Skeletons, Dromites, and Animates. Religion: The Golgari honour Nerull, Wee Jas, and any other god of death they can find. Quote: “The Golgari expand, yes, but I refuse to call their tainted creations ‘growth.’” Roleplaying Tips: The Golgari are predatory, first and foremost. The weak are to be prayed upon, the strong are to be thought of as rivals. Stalk softly, gauging carefully, but be ready to pounce down and deliver the final blow. -- Golgari principles teach that death strengthens the soul. The Golgari never lose levels from being resurrected. 1.) Golgari become used to the darkness. Their Darkvision improves by 30 feet or, if they have none, they gain darkvision out to 30 feet. 2.) The Golgari draw strength from death as a root draws strength from moist earth. They can use Death Knell three times a day as a spell-like ability. 1.) Light is not the friend of those who would shun it. The Golgari gain Sunlight Sensitivity as this level. 2.) The dislike of light improves as the mage spends more time in the dark. They gain Light Blindness at this level. Independent Not every citizen living in Ravnica is a guild member. On the contrary, most of the populace, about 90 percent, has no guild representation at all. Most of these are the common, working people, but a few are freelancers who offer their services to any guild or individual who can pay for it. Alignment: Independents may have any alignment, or any color. Leadership: None. The Nephilim, the powerful guardian spirits of the city, are sometimes used as guides for the un-guilded. Lands: Few lands are unowned (or unclaimed) by guild. Most independents simply pay a guild for use of its land. Classes: Independents tend to do the work which the guilds don’t do; either out of the guild’s temperament or inability to leave their posts. Examples of independent work include Bards, Fighters, Horizon Walkers, Nomads, Mercenaries, Scouts, and Specialists. Races: Nearly any race may join the ranks of the guildless. There are no preferred races. Religion: There are no preferred deities of independents, but certain gods such as Fharlanghn are found exclusively here. Quote: “Through the haze of battle I saw the glint of sun on golden mane, the sheen of glory clad in mail, and I dropped my sword and wept at the idiocy of war.” -- The guildless have no boons or tithes. This gives them freedom the guilds do not have. -- Those without guilds have only one colour. Cult of Yore A specialized group of independents. They hold now only a small sliver of power in the city, but it is more than any other non-guild has had. They pray to ancient protectors of the city-plane, the Nephelim. These ancient creatures have begun to awake, and the cult has grown in power manifold. Ultimately, the Cult would like to see the Guildpact destroyed, but they are patient. Alignment: Any. The Nephelim are multi-faceted in their greatness. They have affinity with all colors. Leadership: Bougrat, an elven Druid, is the driving force behind the movement, although any words the Nephelim speak are obeyed without question. Lands: The Cult calls out to the land, awakening the spiritual Genju which are the land itself. And they make those spirits hate those who used them. Classes: Most of the Cult is made of those who wish to return to the old ways. They have an affinity to the natural world, or at least a dislike of politics. Examples include Druids, Greenbonds, Barbarians, Rangers, and Woodsmen. Races: Long-lives races are more likely to join the cult than others. The primary race is Elf, although Dracha, Planetouched, and others fill in ranks. Religion: The Cult of Yore believes that the old ways will return with the destruction of the Guildpact. Members of the cult benefit from the Plant, Animal, Magic, and Destruction domains. Quote: “Some gardeners sing to plants. I tell them stories—stories of how they once ruled the world, of the mortals who destroyed their kind, and of revenge.” Roleplaying Tips: The cultists know well enough to keep hidden. Be -- The truth is out there to those who seek it. Cultists gain Knowledge: Religion and Knowledge: Geography as class skills. 1.) The Cult is gifted with affinity for all of life and sphere. They gain a bonus color. This multifacetedness gives them a +1 bonus to diplomacy checks. 2.) The Cultist becomes more like their revered Nephelim and gain another colour. Their bonus to Diplomacy increases to +3. 1.) Cultists are expected to know the truth of the world. They must have 5 ranks in a guild skill. 2.) The powers of progress do not come to the ignorant. The needed skill ranks are 8 at this level. |
| WickedSix10-12-06, 04:54 PM | Is there somewhere I could see all your work on this subject? Or any updates you make to it. I'd like to look through it. Is that long post all you have done? |
| Melpomene10-12-06, 11:06 PM | Selesnya – Which is more important in a partner? 1.) Confident and adoring. 2.) Reliable and consoling. Boros – You are offered a desk job, one which gives little excitement or deviance but provides well. 1.) Take it. 2.) Leave it. Dmir – If given a choice, would you rather bribe someone to do your bidding, or receive someone else’s bribe money? 1.) Take the bribe. 2.) Offer the bribe. Golgari – Which would you rather do? 1.) Start a new and exciting project. 2.) Finish a long and rewarding project. Izzt – Do you work problems out, or act on impulse? 1.) Work it out. 2.) Impulse. Rackdos – You have captured an enemy general. What do you do with them? 1.) Hold them prisoner or ransom them. 2.) Execute them. Simic – Where do you feel more comfortable? 1.) The middle of a city. 2.) The middle of the woods. Gruul – You have some extra money to invest in your troops. What do you spend it on? 1.) Buy better offensive options. 2.) Improve your defensive measures. Orzhov – You are running for political office. How do you run your campaign? 1.) Make yourself look good. 2.) Fling mud. Azurious – You were caught for a minor crime. How do you plead? 1.) Innocent; they can’t prove nothing. 2.) Guilty. Throw yourself on the mercy of the court. 1.) g/w 2.) w/r 3.) u/b 4.) g/b 5.) u/r 6.) b/r 7.) u/g 8.) r/g 9.) w/b 10.) u/w Tally them up, the two highest add together to calculate guild. |
| Sliversun11-16-06, 08:52 PM | Just wondering, but how would you adapt D&D races into Ravnica? |
| AdventChild11-18-06, 12:43 AM | do you have all this info compiled in some way? i am about to start my own work on a ravnica setting with some people, so any info you have might be useful. |
| AdventChild11-18-06, 10:45 AM | Also, any of you have spotted any evidence of psionics in ravnica? |
| AdventChild11-18-06, 12:59 PM | While i wait for my questions to get answered, every campaign setting i do i always make into a pdf document for my players and eventually print it for my own personal use (the way it should be). I am currently working on the cover for my print of the setting and i wanted to share it with you guys: http://geocities.com/sonatasilence/cover.jpg Let me know what you think. (Sorry for three posts in the same day) |
| Sliversun11-21-06, 11:38 PM | Looks awesome. Keep up the good work! |
| Minister_for_Moral_Truth11-22-06, 11:32 AM | May be of interest, from the MtG site: Q:Where would each Ravnican guild fall on the spectrum of D&D alignments? Thanks! -- Jeremy College Park, Maryland, USA A: From Brady Dommermuth, Magic creative director: When we were building the identities of Ravnica's guilds, Jeremy, we actually talked about each color in terms of D&D alignments (and in terms of superheroes, animals, food, and whatever else we could think of). There's not a clean match, but the closest we came was that white = good, blue = lawful, black = evil, red = chaotic, and green = neutral. (Lawful is a stretch for blue, and good and evil have less meaning in Magic than in D&D.) Those assignments would yield the following guild alignments: Azorious = lawful good Dimir = lawful evil Rakdos = chaotic evil Gruul = chaotic neutral Selesnya = neutral good Golgari = neutral evil Orzhov = [good evil] Boros = chaotic good Izzet = [lawful chaotic] Simic = lawful neutral This scheme works surprisingly well, in my opinion. The exceptions are the Boros, which would be "lawful passionate" or something, and the Orzhov and Izzet, which have two values on the same alignment spectrum. Interestingly, this scheme also reveals how conflicted the Orzhov are, how insane the Izzet are. If I had to choose alignments for the Orzhov and Izzet, I guess I'd choose lawful evil and chaotic neutral, respectively. That in turn demonstrates that the Orzhov and Dimir are two sides of the same coin, and that maybe the Izzet and the Gruul have more in common than it would appear at first glance. They're both chaotic and passionate, but otherwise mostly amoral (blue and green are united by their amorality). |
| AdventChild11-22-06, 11:49 AM | Usefull indeed, thank you |
| DarkAvatar11-26-06, 05:14 AM | Indeed, I thank all the workers of this article I was planning on having a campaign on Ravnican Soil for some time now but haven't gotten around to thinking of how to fit the guilds in comfortably This solves a lot of my problems once I've tweaked it a little myself Now I just wait for the new book on city enviroments and then I'll be ready to get a campaign going.... *mumbles to self and wonders off pondering where he put his storyline notes* Edit: Found some of the old PRC classes I made.... posted one of them HERE (http://boards1.wizards.com/showthread.php?p=10742986#post10742986) Any advice would help |
| Sliversun11-27-06, 02:06 AM | So, does anyone have any ideas for new races and classes that can be used in Ravnica d20? |
| AdventChild12-11-06, 10:26 PM | So, does anyone have any ideas for new races and classes that can be used in Ravnica d20? I will get there soon. Ive made a few spells note they are not balanced yet, any suggestions let me know. Anthem of Rakdos Enchantment [Mind-Affecting] Level: Clr 2 Components: V Casting Time: 1 standard action Area: 30-ft.-radius centered on you Duration: Concentration + 1 round/level (D) Saving Throw: None Spell Resistance: Yes Each allied creature within 30 feet of the recipient gains a +2 morale bonus on attack and damage rolls. The recipient recieves 1 point of damage each round it sustains the spell. Any affected creature moving out of the area loses the benefits granted by this spell, but creatures moving into the area after the spell is cast do not recieve the morale bonus to attacks and damage rolls. Azorius Ploy Abjuration Level: Pal 4 Components: V, S Casting Time: 1 swift action Range: touch Targets: Creature touched Duration: 1 round Saving Throw: No Spell Resistance: No Azorius military tactics, like their legal tactics, capitalize on delay and nullification. You must make successful touch attack against an opponent. Affected opponent attempting to strike or otherwise directly attack you, even with a targeted spell the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack you for the duration of the spell. Those not affected by the spell can attack you normally. This spell does not prevent you from being attacked or affected by area or effect spells. Likewise you can't attempt to strike or otherwise directly attack the affected Opponent even with a targeted spell, you can’t follow through with the attack, that part of your action is lost, and you can’t directly attack the creature for the duration of the spell. Bloodbond March Necromancy [Evil] Level: Clr 7, Death 7, Sor/Wiz 9 Components: V, S Casting Time: 1 standard action Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No The Golgari support a vast army because death never ends its soldiers' service. You can reanimate a destroyed skeleton or zombie created by you. Regardless of the type of undead you created, you can’t reanimate more HD of undead than twice your caster level with a single casting of bloodbond march. (The desecrate spell doubles this limit). (A reanimated skeleton or zombie can't be reanimated again). Bond of Agony Enchantment (Compulsion) [Mind-Affecting] Level: Clr 6, Sor/Wiz 8, Assassin 4 Components: V Casting Time: 1 standard action Range:Close (25 ft. + 5 ft./2 levels) Targets: One creature Duration: 1 round Saving Throw: Will half Spell Resistance: Yes The Rakdos are unique in designing torture methods they can operate while "suffering" alongside their victims. You share your pain and suffering with a desired creature. Each time a creature strikes you in melee, the bonded creature takes damage equal to the amount it was dealt to you. This damage is empathic in nature, so spells and abilities the bonded creature may have such as damage reduction and regeneration do not lessen or change this damage. The damage from bond of agony has no type, so even if you took fire damage from a creature that has immunity to fire, bond of agony will damage you and the bonded creature. Brightflame Evocation [Fire] Level: clr 1, pal 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/2 level, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes "Let the pyres of the unbelievers light our way." —Razia You blast your enemies with holy fiery rays. dealing 1 points of damage +1 point per caster level (maximum +25) to all creatures who share aspects of the alignment of the first targeted creature. For instance, if the first targeted creature is of chaotic neutral alignment, the spell affects all creatures of either chaotic annd/or neutral alignment. You heal hit points equal to the damage dealt this way. Cerebral Vortex Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 3 Components: V Casting Time: 1 standard action Range: Personal Targets: You Duration: instantaneous Saving Throw: no Spell Resistance: no Izzet brains and Izzet boilers: contents under pressure. You may recall two spells you have prepared or are able to cast, you may cast these spells one aditional time for the day, dealing damage to you equal to their spell level. You may only cast this spell once per day and an aditional time for every 5 caster levels you posses after 5th level. You cannot use this spell to cast Cerebral Vortex an aditional time. |
| Sliversun12-13-06, 02:40 AM | Just so you know, Cityscape is out, so you might find some more inspiration from the book: http://www.wizards.com/default.asp?x=products/dndacc/953867200 BTW, will there be art in the PDF? |
| AdventChild12-17-06, 09:10 PM | Just so you know, Cityscape is out, so you might find some more inspiration from the book: http://www.wizards.com/default.asp?x=products/dndacc/953867200 BTW, will there be art in the PDF? Just the ones seen on the cards. |
| MidwayHaven12-19-06, 11:10 PM | Hi! I've been lurking over at this thread especially, having run ONE Ravnica d20 game (using d&d rules, no new rules on mana and such). Here's how the guilds stack up in my campaign: All nine "known" guilds follow each the nine D&D alignments: Selesnya - neutral good (all for one, one for all, for the greater good) Boros - lawful good (justice and all that) Golgari - neutral evil (the power plays between Savra and the Stone Death Sisters, for personal gain) Gruul - chaotic neutral ("crush them!" and "we eat!" very much chaotic to me) Orzhov - lawful evil (bankers masquerading as clerics) Izzet - chaotic good (although they do a lot of nutty experiments and accidents, and Niv-Mizzet does seem have a bad temper, they still seem to be loved and thanked by the rest of Ravnica.) Azorius - lawful neutral (law, law, law, martial law, doing everything to make sure nothing happens) Simic- true neutral (nature and nurture, experimentation, top secret experiments, medical geniuses) Rakdos - chaotic evil (no surprise there) and of course: Dimir - neutral evil (the secret signatory, wants utter control of Ravnica in a devious way) --- Also, each guild has a "favored"prestige class based on the DMG: Selesnya - hierophant Boros - thaumaturgist Dimir - assassin Goglari - shadowdancer Gruul - horizon walker Orzhov - mystic theurge Izzet - archmage Azorius - arcane archer Simic - loremaster Rakdos - blackguard --- As with the MtG cards, each guild had a special magic item or "relic." The game stats still need to be fleshed out, though: Selesnya: Crown of Convergence (legacy item, able to summon and control creatures of the wild) Boros: Sunforger (legacy item, at most a +5 returning throwing flaming hammer of sorts) Dimir: Bloodletter Quill (the more you kill, the more things go your way iof you write it with the blood of your victim as ink) Golgari: Plague Boiler (can create plagues and swarms) Gruul: War Plow (still needs fleshing out, I'm thinking a vehicle of sorts that could level certain buildings regardless of hardness) Orzhov: Moratorium Stone (chisel a name or object on it and you can wink it out of existence) Izzet: Mizzium Transreliquat (can duplicate any item of same or lower value for a limited time) Azorius: Walking Archive (a "paper golem" of sorts?) Simic: Evolution Vat (still needs fleshing out, but I'm guessing any living creature that spends some time in it could be permanently polymorphed) Rakdos: Riteknife (legacy item, something to do with pain giving benefits) --- I'll give more ideas later. :) |
| MidwayHaven12-22-06, 02:43 AM | More from my Ravnica campaign: Entering into a guild requires a point system I loosely based on both the "Affiliation" system introduced in the Player's Handbook II and the "Guilds" system presented in Dungeon Master's Guide II. The more points you gain, the more you gain benefits (and penalties). For example, if you have at least 5 affiliation points in the Boros, you automatically gain the guild-exclusive "Radiance" feat for free. In the case of the "Radiance" feat, it works this way (haven't fleshed out level 29-36, by the way) : Radiance [Guild] Prerequisites: at least 5 affiliation points in the Boros guild. Benefit: Based on the following scale, you gain the following positions and their corresponding abilities: 5-12 affiliation points (Recruit): You get both a +1 flaming slashing weapon of your choice and a +1 blinding shield of your choice, given as gifts by the guild. The enchantment on both these items increase by +1 for every 5 character levels you gain within the guild. If you somehow lose possession of these items you may only get a replacement after you have achieved a new character level. Due to your increasing affiliation with the guild, however, you must now willingly accept a mark of justice cast upon you as a symbol of your guild loyalty. 13-20 affiliation points (Swiftblade): You gain Improved Initiative as a bonus feat, and you also receive a +5 bonus on all saves against Fear effects, and any ally within a 30-foot radius around you gets a +1 circumstance bonus to Initiative rolls and a +2 circumstance bonus on all saves against Fear effects. Additionally, you can no longer add any ranks in your Hide, Bluff and Move Silently skills. 21-28 affiliation points (Wojek): You have been blessed by the Angels of the Parhelion with the position of Wojek, gaining DR 10/good and low-light vision (+60 ft.). All your actions, however, are now under the constant surveillance of the guild, and punishment for any infraction comes at a great price. More later :-) |
| AdventChild01-09-07, 09:24 AM | Here are some feats. Azorius Initiate (Azorius) [general] You receive the basics of all Azorius training. Prerequisites: Diplomacy 5 ranks, 12+ Wisdom Score. Benefit: You may add your wisdom modifier to all your Diplomacy checks in addition to your charisma modifier. Normal: Without this feat you can only add your charisma modifier to your diplomacy checks. Azorius Regular (Azorius) [General] You receive the standard of all Azorius training. Prerequisites: Azorius initiate, Sense motive 8 ranks. Benefit: You may add your charisma modifier to all your sense motive checks in addition to your wisdom modifier. Normal: Without this feat you can only add your wisdom modifier to your diplomacy checks. Azorius Justicar (Azorius) [General] Azorius military tactics, like their legal tactics, capitalize on delay and nullification. Prerequisites: Azorius Regular. Benefit: You receive a +2 bonus to all Diplomacy and Sense motive checks. Spell-Like Ability: 1/day -- Azorius Ploy Caster level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. Beastmaster's Magemark [General] Your summoned animal creatures bare your signature. Prerequisites: Knowledge Nature 8 ranks, Ability to summon animal creatures. Benefit: Animals you summon bear your unique magemark, each summoned creature gain temporary bonus hit points equal to your HD. Summoned Animals, magical beasts, and monstrous humanoid creatures gain the benefit granted by this feat. Special: You cannot take any other Magemark feats. Biomantic Mastery (Simic) [General] "Look beyond, to the vascular awareness that all life is a map to greater knowledge." —Momir Vig, Biomancy, vol. I. Prerequisite: Biomantic Study, Knowledge Arcana 10 ranks. Benefit: You receive a +2 bonus on all rolls or checks (such as an attack roll, damage roll, skill check, ability check and so forth) against creatures with Cytoplast. Biomantic Study (Simic) [General] You learn the basics of biomancy. Prerequisites: Knowledge Arcana 5 ranks. Benefit: The penalties for making knowledge arcana checks regarding biomancy are reduced to 0. Normal: Without this feat you can make knowledge arcana checks regarding biomancy with a -4 circumstance penalty to the check. Char (izzet) [General] Izzet mages often acquire their magic reagents from dubious sources, so the potency of their spells is never predictable. Prerequisites: Izzet Apprentice. Benefit: Your fire spells deal 4 extra points of fire damage and you sustain 2 points of fire damage. You must declare you are using this feat before casting the spell. Infiltrator's Magemark [General] "In secrecy is strength. None can oppose one who cannot be found." —Szadek Prerequisites: Deceitful, Hide 5 ranks, Move silently 5 ranks. Benefit: Your garbs bear your unique magemark. You gain a +4 bonus on Hide and Move Silently checks. 1/day -- Etheral Jaunt. Caster level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. Special: You cannot take any other Magemark feats. |
| Melpomene01-19-07, 04:42 PM | *pointless bump* Thinking of running my campaign again. |
| Melpomene01-19-07, 04:50 PM | Also, any of you have spotted any evidence of psionics in ravnica? Of course. Szasdak himself is psionic (or would be, if he existed. Which he doesn't). |
| AdventChild01-19-07, 09:13 PM | Of course. Szasdak himself is psionic (or would be, if he existed. Which he doesn't). besides him and the morii who are psychic vampires, are there any hints in the cards for possible powers, feats and such. |
| Majindario03-07-07, 08:36 PM | *pointless bump* Thinking of running my campaign again. Do it my friend, I've got some material to add, myself. |
| Melpomene03-08-07, 04:45 PM | I'm actually running my campaign for two different groups now. I posted another update thread, so please feel free to look that one over. ^_^ |
| DRdrizzt13beauOW03-23-07, 10:31 AM | do you think you can link the other 2 posts here so i can find them easier? Search is down so i could only find this Ravnica one and no other ; ; |
| AdventChild04-07-07, 11:48 AM | Its been a while but i stopped working on the setting, i will be taking it back, i have compiled some info if anyone wants to take a look at it let me know and ill send u what i have. |
| AdventChild04-07-07, 12:55 PM | My map for my ravnica campaign: http://img.covrune.com/uploads/851e822ac7.jpg |
| Sliversun04-08-07, 03:42 AM | Cool. Can you give us some more info on your Ravnica setting? |
| Khadmus04-08-07, 09:39 AM | Hey! You left out the Dimir! I can't find the nonexistent spaces on your map! I'm sueing for discrimination :P |
| AdventChild04-08-07, 10:36 AM | Cool. Can you give us some more info on your Ravnica setting? Check your private message i just sent you what i have so far. Hey! You left out the Dimir! I can't find the nonexistent spaces on your map! I'm sueing for discrimination :P I left it like that so any DM can place it whereever they want, in mine it is under prahv. |
| DRdrizzt13beauOW04-08-07, 12:13 PM | PM me too please :) |
| AdventChild04-08-07, 09:48 PM | PM me too please :) Already did and here is a preview of the veldaken race: Vedalken The study of magic comes so easily to most vedalkens that virtually all become at least some what familiar with wizardry as they age. Their magical nature and inherent ability scores allow Vedalkens to take wizard as a favored class, and many do so. The combination of wizard ability scores with other classes produces a wide range of vedalken characters. Personality: Vedalkens see life differently than most other characters. Knowing that they will live to see the trees grow tall and the bright sparks of most nonvedalken friends fade and die has a profound effect on their outlook and worldview. Compensating for this longevity is the vedalken tendency to chase various agendas and pursuits. Vedalkens are at one moment enraptured by the beauty of the landscape and the next distracted by a witty and scandalous bit of verse . Vedalken don‟t have short attention spans, and they focus on the task at hand when required. But when left to their own desires, their quick minds and humorless personality lead to lives of duty and a search for knowledge. Physical Description: They look very much like humans but with blue skin and little emotion. Vedalkens look more or less humanoid, but slender and half-formed features. The flesh is pale and hairless. Its small, bulging eyes range from yellow to light blue with slitted pupils. A vedalken is hardy, with a natural agility not in keeping with its frail appearance. Females possess more detail features than male vedalken; females have detailed noses sharp facial figures and are the only ones to possess eyebrows and visible ears. All vedalken fall within the boundaries of medium size, usually standing from 5'7'' to 6 feet tall. Their weight ranges from 90 to 145 pounds. Relations: Vedalken regard humans as a brother race, but remain somewhat distant. Vedalken maintain excellent relations with beings of good or lawful alignment. They are found primarily among humans, but they also associate with elves, dwarves and good-aligned humanoids. They try to view all humanoid races with the same level of neutrality, heavily influenced by contempt. Vedalkens consider themselves superior to other humanoid races, although they rarely espouse this viewpoint, while dealing with the races in question. Alignment: Vedalken love rules, because they like to show that they can understand and obey such strictures. They strive to be generous and partially helpful, making lawful neutral their most common alignment. Some vedalken lean toward pure neutrality, and a few are actively chaotic, preferring an individual approach to a mandated path. Vedalken Locations: Vedalken are usually found within the Azorius or Simic districts. Religion: Vedalkens have no deity of their own. They usually follow the believes and customs of the guild they join. Language: All vedalkens speak their own language and Common, most speak at least one other language, usually Dwarven or Elven. Names: Vedalkens prefer to take either human names or names in their own language. They love long names, since short names seem brutish--vedalken never use an abbreviation of anyone'sname. Male Names: Arohos, Beleantos, Khantredrer,Liarus. Female Names: Alaryrsca, Elarie, Palaura, Vellas. Adventures: every vedalken feels he has to prove his worth, both to himself and to others. He strives to show he is as smart, as noble, as honorable, and better skilled than any other humanoid race. This allows them to encounter strangers, make new friends, and hone their skills. Affiliations: The vedalken on Ravnica can be found most commonly in the Simic and Azorius guilds. Vedalken Racial Traits +2 Dexterity, - 2 Constitution, +2 Intelligence, +2 Wisdom. Medium: As medium creatures, vedalkens have no special bonuses or penalties due to size. Vedalken base land speed is 30 feet. +2 racial bonus on Will saves against spells and spell-like abilities. 14 Superior Low-Light Vision: Vedalkens can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. Automatic Languages: Vedalken, Common. Bonus Languages: Aquan, Dwarven, Elven, Gnome. Favored Class: Wizard Level Adjustment +1. |
| Sliversun04-19-07, 07:49 AM | Bump. |
| Sliversun04-29-07, 02:57 AM | bump. |
| AdventChild04-29-07, 04:31 AM | For those aware and not aware of my ravnica campaign setting that i am working on, below is a link to what ive managed to compile of my ravnica d20 setting. http://www.box.net/shared/8omdvzjdqs |
| DRdrizzt13beauOW04-29-07, 12:04 PM | is this updated from the one you PMed me? |
| AdventChild04-29-07, 12:26 PM | is this updated from the one you PMed me? yesh |
| AdventChild05-01-07, 03:02 PM | Any suggestions are welcome. |
| AdventChild05-07-07, 02:27 AM | bumper up |
| AdventChild05-13-07, 12:27 PM | Bumps away.... anyone still interested in this? i know i am taking ALOT of time but hey i am working alone... if anyone could submit a review or some suggestions of what i have so far please let me know: http://www.box.net/shared/8omdvzjdqs |
| Sliversun05-14-07, 06:45 AM | Does anyone have any info on any Ravnican locations, like the Tin Street Market for example. |
| AdventChild05-14-07, 11:59 AM | Does anyone have any info on any Ravnican locations, like the Tin Street Market for example. what exactly you wish to know about them? this is one of the few settings that wizards did not make a map for. |
| jarzium05-15-07, 01:27 AM | good job! keep it up! gonna read it, will input my comments later. |
| AdventChild05-15-07, 04:27 AM | good job! keep it up! gonna read it, will input my comments later. Make sure to dl the file again, i just updated the file with more prestige classes http://www.box.net/shared/8omdvzjdqs |
| AdventChild05-16-07, 08:46 PM | bump |
| Sliversun05-18-07, 12:31 AM | what exactly you wish to know about them? this is one of the few settings that wizards did not make a map for. Just a basic blerb of information. Like what you would find on wikipedia. |
| AdventChild05-21-07, 03:59 AM | Just a basic blerb of information. Like what you would find on wikipedia. Races and Occupations Most of the plane's natural features have been cleared to make way for urban development. The races that survived have then adapted to their new environment. Many races common and unusual in Magic: the Gathering live on Ravnica. Among such races are: humans, goblins, angels, elves (of which there are three types - Devkarin, Silhana, and the third whose name has been lost to time and of whom Momir Vig is the last descendant), ogres, demons, viashino, loxodons, vedalken, faeries, among other humanoids. Humans have also been known to breed with other races on Ravnica, and so a large number of half-elves, half-demons, and other half-human species inhabit Ravnica. Ghosts have also been known to remain on the plane for an unusual length of time, due to a problem in the fabric of time (as pointed out by the Izzet). Save for himself, Niv-Mizzet the Firemind, leader of the Izzet League, has hunted down the dragons to extinction. Environment and Wildlife Being an urbanised plane, Ravnica no longer has any natural features. However, many features in the city itself do bear resemblance; towers resemble mountains, parks fill the role of forests, sewers can be like swamps etc. Locations Aside from the aforementioned guild-related places, Ravnica, being a huge city, also houses a lot of other places: * Tin Street - A miles-long road hosting a marketplace. It is said to provide most, if not all, (legal) commodities to willing travelers and consumers. * Utvara - The site of an Izzet bomb explosion that killed all in its immediate vicinity. Said explosion is now making strange (and secretly planned) results in the area. A plague lingers in this quarter. * The Moon Market - Ravnica's black market that convenes every fifth full moon. * The Rubblefield - A former wealthy suburb of Ravnica. It earned its name when a Selesnya Siege Wurm laid waste to the area. * Gnat Alley - The longest street in Ravnica and host to several criminal elements in the city. * The Parhelion - A flying ship that serves as the home of the Boros angels. * Agyrem - A secret district known as the Ghost Quarter. Thats all the info i can muster for you mate. |
| Sliversun05-21-07, 04:17 AM | Thank you! |
| AdventChild05-21-07, 10:26 AM | Thank you! No problem! if you need anything else let me know. P.S i havent seen any comments on the my campaign i would like some... |
| AdventChild05-24-07, 12:54 PM | bump |
| Sliversun05-26-07, 03:43 AM | Bump. |
| AdventChild05-26-07, 03:46 AM | haha someone better post something useful before it becomes a bump thread. Not posting any updates until i get a review or comment on what i have compiled so far. |
| AdventChild05-27-07, 12:04 PM | :bump: |
| Khadmus05-28-07, 09:56 AM | haha someone better post something useful before it becomes a bump thread. Not posting any updates until i get a review or comment on what i have compiled so far. OH NOEZ!!!!!!11!!!1!one The starting level is adequate (I prefer 2 in my campaigns, but 3 opens up interesting options and seems right) The classes are, as well, adequate (are class variations on these allowed or is it up to the DM) The soulknife picture seems distorted. Is the Rotwurm Poison's Zombify effect removable at any time? What is the starting gold (Standard PHB XdY*10 or wealth-by-level for level 3?) Why are the Magemarks mutually exclusive? What do the signets do? "Magic"? Are they mere plot devices? What's with the lack of orzhov spells? Feats, balanced or not, rock. To quote a wikipedia entry somewhere, "OMFG D00D [TH3S3 F34TS] AR3 T3H UBER L33T ROXXORZ". Prestige classes are cool (I just skimmed over them, so...). Would it be possible to make the Civic Wayfinder a 10-level class (in the form of the other PrCs based on a monocolored Magic card?) Why does Dimir have 2 PrCs? Boros still says "Surge of Seal" [Zeal] Golgari is "the unseen"? Orzhov requirements are screwed up. Selesnya spells are screwed up. |
| AdventChild05-28-07, 12:24 PM | OH NOEZ!!!!!!11!!!1!one The starting level is adequate (I prefer 2 in my campaigns, but 3 opens up interesting options and seems right) The classes are, as well, adequate (are class variations on these allowed or is it up to the DM) Up to the DM Is the Rotwurm Poison's Zombify effect removable at any time? What is the starting gold (Standard PHB XdY*10 or wealth-by-level for level 3?) It is removable with a remove curse spell before the creature becomes an undead creature, after becoming an undead its no longer removable by a remove curse, a stronger effect is required such as a wish spell and such. About the gold, the standard would be if you start at lvl 3 you get the gp for lvl 3 but again that is up to the GM. Why are the Magemarks mutually exclusive? What do the signets do? "Magic"? Are they mere plot devices? What's with the lack of orzhov spells? *Didnt seem right for one character to possess more than one "unique" magemark but with the rules presented in the phb 2 u could easly replace one megamark feat. *They possess magical properties that i havent yet asigned, you will hear and see things that i havent written yet, this is one of them. *Still working on the spells for each guild. Keep in mind that the effect of most of the ravnica cards are already covered by dnd spells, i will just make those that seem unique such as lightning helix and glimpse the unthinkable. Would it be possible to make the Civic Wayfinder a 10-level class (in the form of the other PrCs based on a monocolored Magic card?) Why does Dimir have 2 PrCs? It is possible. Most guilds have more than one prestige class, i havent updated the files yet. and remember that even if you only see one prestige class for a guild that other prestige classes might have an affinity for a guild such as the frenzied berserker is very good choice for a Gruul character. Boros still says "Surge of Seal" [Zeal] Golgari is "the unseen"? Orzhov requirements are screwed up. Selesnya spells are screwed up. Fixed , Fixed, Fixed, and Fixed. I will be updating the file today. Updated: http://www.box.net/shared/8omdvzjdqs |
| The_wurm05-30-07, 10:40 PM | Here are some ideas I have, I apologize if they are incorrectly formatted. Spells with a guild descriptor can only be cast by members of the specified guild. Additionally any guild member gets a +2 bonus on saving throws against guild spells. Riot spikes Necromancy(rakdos) Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Targets: Creature touched Duration: 1 round/ level Saving Throw: Fortitude negates Spell Resistance: Yes With a touch you cause magical spikes to erupt from your target’s skin. The spikes rip through the creature’s flesh dealing 2d6 damage to the creature. However the spikes grant the creature a +2 increase to its natural armor, and are treated as armor spikes. When the spell ends the spikes harmlessly fade away. Rain of gore Necromancy(Rakdos) Level: Sor/Wiz 5, Clr 5, Drd 5 Components: V, S Casting Time: 1 standard action Range: 50 emanation from self Targets: all in range Duration: 1 round/ level Saving Throw: None Spell Resistance: Yes You channel the homicidal rage of Rakdos and snuff out all chances for living things to recover in your presence. As long as this spell is in effect any effect magical or otherwise (spells, magic items, super natural abilities, fast healing, regeneration, ect.) have no effect. Instead creatures take acid damage equal to the amount that they would have been healed. You cannot cast any conjuration(healing spells) while this spell is in effect. Pain magnification Necromancy(Rakdos) Level: Sor/Wiz 3, Clr 3 Components: V, S Casting Time: 1 standard action Range: 60 emanation from self Targets: all in range Duration: 1 round/ level Saving Throw: will save negates Spell Resistance: Yes You radiate an aura of twisted magic and insanity wrought from your demonic patron. Any time a creature is dealt 25 damage or more from a single source (attacks must deal an individual 25 damage each in the case of a creature having multiple attacks in a round) that creature must succeed at a will save or take 1 point of wisdom damage. This ability damage heals at a rate of one hour per level. Anthem of Rakdos Enchantment (Rakdos) Level: Bard 4 Components: V, S Casting Time: 1 standard action Range: 100 emanation from self Targets: all in range Duration: concentration up to 1 round/ level Saving Throw: None Spell Resistance: No You sing out the twisted prayers of Rakdos and inspire your allies into a bloodlust, all the while searing away your own flesh. All allies within range get a +3 profane bonus to attacks and +1d8 fire damage to all damage rolls. However whenever an ally effected by your spell successfully damages a creature you take 1 point of wisdom damage. This damage heals at a rate of 1 point per hour. Unlike normal wisdom damage you continue to function after your wisdom score reaches zero. You take no action but to continue concentrating on the spell until the amount of time it can last runs out. When your wisdom reaches zero the bonuses to your allies are doubled and the wisdom damage to yourself is replaced with 2d6 (untyped damage) to yourself (damage to hit points). Wrecking ball Conjuration (summoning)(Rakdos) Level: Sor/Wiz 3, Clr 3 Components: V, S Casting Time: 1 full round action Range: Close Targets: none Duration: 1 round/ level Saving Throw: none Spell Resistance: no You ordain the current location to be the site of a Rakdos festivity known as a wrecking ball. At your call the minions of Rakdos appear and the party begins. You summon 2d4 goblins (as per the monster manual), they attack as they please, but will not harm your allies unless provoked. Additionally these goblins are under the effects rage (as per the barbarian ability), this rage lasts for the duration of the spell. Finally the goblins receive a +4 profane bonus to damage to objects. Schismotivate Transmutation(Izzet) Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: medium Targets: 2 creatures within range Duration: 1 round per level Saving Throw: none Spell Resistance: yes You warp the minds of those around you chaotically inspiring cowardice or might. When you cast this spell chose 2 creatures, one must be an ally and the other an enemy. There is a 50% chance the alley would be effected and a 50% the enemy will be effected (use a d%). The effected creature gets a +6 enhancement bonus to strength for the duration of the spell, while the other creature takes a –6 penalty to strength. Electrolyze Transmutation/evocation(Izzet) Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: medium Targets: you, and 30 foot ray Duration: 1 minute/ level Saving Throw: no Spell Resistance: yes You call upon the firemind to grant you insight, your brain pulses with nerve impulses, insight comes you, then the power of your mind pours out shocking one unlucky target. When you cast this spell you gain a +4 enhancement bonus to intelligence for the spell’s duration. Additionally you fire a 30 foot long ray of electricity, if your attack hits the target takes 1d6 electricity damage/ level (max 5d6). Stitch in time Transmutation(Izzet) Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: medium Targets: 2 creatures within range Duration: instantaneous Saving Throw: none Spell Resistance: no You manipulate time chaotically causing it to randomly fold around one creature. When you cast this spell chose 2 creatures, one must be an ally and the other an enemy. There is a 50% chance the alley would be effected and a 50% the enemy will be effected (use a d%). After your turn the initiative order is changed so that the effected creature is next in order, then the initiative order returns to normal (the effected creature effectively gets and extra turn). Please tell me what you think of these spells. I'm going to continue making stuf (monsters are coming soon), mostly for the Izzet and Rakdos guilds (for now). If anyone has any requests for something to be made please tell me and I will try to make it in a timely manor. |
| AdventChild05-30-07, 10:50 PM | Here are some ideas I have, I apologize if they are incorrectly formatted. Spells with a guild descriptor can only be cast by members of the specified guild. Additionally any guild member gets a +2 bonus on saving throws against guild spells. Riot spikes Necromancy(rakdos) Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Targets: Creature touched Duration: 1 round/ level Saving Throw: Fortitude negates Spell Resistance: Yes With a touch you cause magical spikes to erupt from your target’s skin. The spikes rip through the creature’s flesh dealing 2d6 damage to the creature. However the spikes grant the creature a +2 increase to its natural armor, and are treated as armor spikes. When the spell ends the spikes harmlessly fade away. Rain of gore Necromancy(Rakdos) Level: Sor/Wiz 5, Clr 5, Drd 5 Components: V, S Casting Time: 1 standard action Range: 50 emanation from self Targets: all in range Duration: 1 round/ level Saving Throw: None Spell Resistance: Yes You channel the homicidal rage of Rakdos and snuff out all chances for living things to recover in your presence. As long as this spell is in effect any effect magical or otherwise (spells, magic items, super natural abilities, fast healing, regeneration, ect.) have no effect. Instead creatures take acid damage equal to the amount that they would have been healed. You cannot cast any conjuration(healing spells) while this spell is in effect. Pain magnification Necromancy(Rakdos) Level: Sor/Wiz 3, Clr 3 Components: V, S Casting Time: 1 standard action Range: 60 emanation from self Targets: all in range Duration: 1 round/ level Saving Throw: will save negates Spell Resistance: Yes You radiate an aura of twisted magic and insanity wrought from your demonic patron. Any time a creature is dealt 25 damage or more from a single source (attacks must deal an individual 25 damage each in the case of a creature having multiple attacks in a round) that creature must succeed at a will save or take 1 point of wisdom damage. This ability damage heals at a rate of one hour per level. Anthem of Rakdos Enchantment (Rakdos) Level: Bard 4 Components: V, S Casting Time: 1 standard action Range: 100 emanation from self Targets: all in range Duration: concentration up to 1 round/ level Saving Throw: None Spell Resistance: No You sing out the twisted prayers of Rakdos and inspire your allies into a bloodlust, all the while searing away your own flesh. All allies within range get a +3 profane bonus to attacks and +1d8 fire damage to all damage rolls. However whenever an ally effected by your spell successfully damages a creature you take 1 point of wisdom damage. This damage heals at a rate of 1 point per hour. Unlike normal wisdom damage you continue to function after your wisdom score reaches zero. You take no action but to continue concentrating on the spell until the amount of time it can last runs out. When your wisdom reaches zero the bonuses to your allies are doubled and the wisdom damage to yourself is replaced with 2d6 (untyped damage) to yourself (damage to hit points). Wrecking ball Conjuration (summoning)(Rakdos) Level: Sor/Wiz 3, Clr 3 Components: V, S Casting Time: 1 full round action Range: Close Targets: none Duration: 1 round/ level Saving Throw: none Spell Resistance: no You ordain the current location to be the site of a Rakdos festivity known as a wrecking ball. At your call the minions of Rakdos appear and the party begins. You summon 2d4 goblins (as per the monster manual), they attack as they please, but will not harm your allies unless provoked. Additionally these goblins are under the effects rage (as per the barbarian ability), this rage lasts for the duration of the spell. Finally the goblins receive a +4 profane bonus to damage to objects. Schismotivate Transmutation(Izzet) Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: medium Targets: 2 creatures within range Duration: 1 round per level Saving Throw: none Spell Resistance: yes You warp the minds of those around you chaotically inspiring cowardice or might. When you cast this spell chose 2 creatures, one must be an ally and the other an enemy. There is a 50% chance the alley would be effected and a 50% the enemy will be effected (use a d%). The effected creature gets a +6 enhancement bonus to strength for the duration of the spell, while the other creature takes a –6 penalty to strength. Electrolyze Transmutation/evocation(Izzet) Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: medium Targets: you, and 30 foot ray Duration: 1 minute/ level Saving Throw: no Spell Resistance: yes You call upon the firemind to grant you insight, your brain pulses with nerve impulses, insight comes you, then the power of your mind pours out shocking one unlucky target. When you cast this spell you gain a +4 enhancement bonus to intelligence for the spell’s duration. Additionally you fire a 30 foot long ray of electricity, if your attack hits the target takes 1d6 electricity damage/ level (max 5d6). Stitch in time Transmutation(Izzet) Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: medium Targets: 2 creatures within range Duration: instantaneous Saving Throw: none Spell Resistance: no You manipulate time chaotically causing it to randomly fold around one creature. When you cast this spell chose 2 creatures, one must be an ally and the other an enemy. There is a 50% chance the alley would be effected and a 50% the enemy will be effected (use a d%). After your turn the initiative order is changed so that the effected creature is next in order, then the initiative order returns to normal (the effected creature effectively gets and extra turn). Please tell me what you think of these spells. I'm going to continue making stuf (monsters are coming soon), mostly for the Izzet and Rakdos guilds (for now). If anyone has any requests for something to be made please tell me and I will try to make it in a timely manor. Some spells are good i will take them into consideration for my ravnica compilation. |
| Sliversun06-02-07, 02:56 AM | What kind of animals would you find in Ravnica? And what kind of monsters? |
| AdventChild06-04-07, 12:26 PM | What kind of animals would you find in Ravnica? And what kind of monsters? That is always up to the DM but in ravnica everything can be found in it, the only thing i dont see is a place for cold based monsters such as a frost wurm and we all know dragons are near extinction other than that, the limit is up to the DM. This setting is more of a guideline rather than a book, i simply compiled all the information i found around and created things of my own but any dm, can change anything they want. |
| The_wurm06-04-07, 10:14 PM | well, speaking of monsters here is a sample one i worked out, tell me what you think. I'm going to continue making stuf (monsters are coming soon), mostly for the Izzet and Rakdos guilds (for now). If anyone has any requests for something to be made please tell me and I will try to make it in a timely manor. Wee Dragonaut CR ? CN small fey Init; Senses Languages Common, draconic, sylvan AC: 15 (+4 Dex, +1size) hp 4d6 +8 (23) (4hd) Fort +3, Ref +8, Will +4 Speed: 20, fly 60 (good) (with arcane fuel) Melee : none Ranged: spark gauntlets +6 Space 5 ft. Base Atk +2 ; Grp -2 Atk Options: spells, spark gauntlets Sorceror Spells Known (CL 4rd): Level 0 (6 a day, dc14): detect magic, flare, dancing lights, daze, mage hand, mending Level 1 (7 a day, dc 15): Shocking grasp, color spray, identify Level 2 (4 a day, dc 16): scorching ray Abilities Str 8 , Dex 18, Con14 , Int 14 , Wis 10 , Cha 18 SA: Spark gauntlets, arcane flight, arcane shield SQ: Arcane fuel Feats: combat casting, spell penetration Skills Knowledge arcane +9, Concentration +9, Spell craft +9, Hide +17, Spot +8, Listen +7, Search +9, Any craft +9 (racial bonus) Possessions: blaze kite(allows the wee dragonuats to use their abilities, cannot be used by ant other race, worth up to 5,000 gold, if you can find the right buyer) Arcane fuel: whenever an arcane spell is cast (from a spell caster or magical item, even themselves) within 60 feet of a wee dragonaut they gain a fuel point. These points maybe be invested in their abilities, and must be done so immediately upon the points gain. The dragonaut can choose which of the following abilities to invest its points in. Arcane flight: The power of nearby arcane spells fuels the Kite portion of the blaze kite to turn allowing the dragonaut to take flight. The dragonaut gains a fly speed of 60 feet with good maneuverability. This ability lasts 10 minutes for every fuel point spent. Arcane shield: The power of nearby arcane spells is absorbed by the dragonaut’s, suit shielding it from harm/. Until the end of the dragonaut’s turn it gains a +1 deflection bonus to Ac for each fuel point invested in this ability. Shock gauntlets: The power of nearby arcane spells is drawn into the dragonaut’s gloves and can be released in a powerful electrical beam. The dragonaut can make a range touch attack with a range of 30 feet. If it is successful the effected creature takes 1d4 points of electricity damage for each fuel point invested in this ability. Fuel points invested in the shock gauntlet last until the end of the dragonauts next turn, then if unused expire. The wee dragonauts are a race of fey with inherent magical abilities and an aptitude for machinery. They serve the Izzet guild loyally, however they will usually retreat from duty if it means sudden death. They often travel in groups however their organization is based on whatever their orders at the time happen to be. The dragonauts usually begin combat by casting spells and fueling their armor and flight. If there are an abundance of arcane spell casters nearby, they get close enough them to fuel their shock gauntlets and do considerable damage. For a visual image of the wee dragonauts check the card. |
| AdventChild06-06-07, 11:28 AM | i like them, with a few minor adjustments i will include them in my compilation. |
| AdventChild06-07-07, 12:33 AM | well, speaking of monsters here is a sample one i worked out, tell me what you think. I'm going to continue making stuf (monsters are coming soon), mostly for the Izzet and Rakdos guilds (for now). If anyone has any requests for something to be made please tell me and I will try to make it in a timely manor. Wee Dragonaut CR ? CN small fey Init; Senses Languages Common, draconic, sylvan AC: 15 (+4 Dex, +1size) hp 4d6 +8 (23) (4hd) Fort +3, Ref +8, Will +4 Speed: 20, fly 60 (good) (with arcane fuel) Melee : none Ranged: spark gauntlets +6 Space 5 ft. Base Atk +2 ; Grp -2 Atk Options: spells, spark gauntlets Sorceror Spells Known (CL 4rd): Level 0 (6 a day, dc14): detect magic, flare, dancing lights, daze, mage hand, mending Level 1 (7 a day, dc 15): Shocking grasp, color spray, identify Level 2 (4 a day, dc 16): scorching ray Abilities Str 8 , Dex 18, Con14 , Int 14 , Wis 10 , Cha 18 SA: Spark gauntlets, arcane flight, arcane shield SQ: Arcane fuel Feats: combat casting, spell penetration Skills Knowledge arcane +9, Concentration +9, Spell craft +9, Hide +17, Spot +8, Listen +7, Search +9, Any craft +9 (racial bonus) Possessions: blaze kite(allows the wee dragonuats to use their abilities, cannot be used by ant other race, worth up to 5,000 gold, if you can find the right buyer) Arcane fuel: whenever an arcane spell is cast (from a spell caster or magical item, even themselves) within 60 feet of a wee dragonaut they gain a fuel point. These points maybe be invested in their abilities, and must be done so immediately upon the points gain. The dragonaut can choose which of the following abilities to invest its points in. Arcane flight: The power of nearby arcane spells fuels the Kite portion of the blaze kite to turn allowing the dragonaut to take flight. The dragonaut gains a fly speed of 60 feet with good maneuverability. This ability lasts 10 minutes for every fuel point spent. Arcane shield: The power of nearby arcane spells is absorbed by the dragonaut’s, suit shielding it from harm/. Until the end of the dragonaut’s turn it gains a +1 deflection bonus to Ac for each fuel point invested in this ability. Shock gauntlets: The power of nearby arcane spells is drawn into the dragonaut’s gloves and can be released in a powerful electrical beam. The dragonaut can make a range touch attack with a range of 30 feet. If it is successful the effected creature takes 1d4 points of electricity damage for each fuel point invested in this ability. Fuel points invested in the shock gauntlet last until the end of the dragonauts next turn, then if unused expire. The wee dragonauts are a race of fey with inherent magical abilities and an aptitude for machinery. They serve the Izzet guild loyally, however they will usually retreat from duty if it means sudden death. They often travel in groups however their organization is based on whatever their orders at the time happen to be. The dragonauts usually begin combat by casting spells and fueling their armor and flight. If there are an abundance of arcane spell casters nearby, they get close enough them to fuel their shock gauntlets and do considerable damage. For a visual image of the wee dragonauts check the card. What i suggest is to give them a flight speed and to let them enhance it with the fuel points instead of them gaining flying with fuel points. |
| AdventChild06-17-07, 10:58 PM | Updated, spells and powers are done. http://www.box.net/shared/8omdvzjdqs |
| Sliversun06-25-07, 06:27 AM | Do you think you could do the Ravnica d20 setting writeup in PDF or Microsoft Word? My computer really can't handle zip files. |
| AdventChild06-25-07, 03:54 PM | Do you think you could do the Ravnica d20 setting writeup in PDF or Microsoft Word? My computer really can't handle zip files. Its zipped but inside the zip its in pdf get winzip or winrar which are good decompresers of zip files |
| Sliversun06-26-07, 05:45 AM | Its zipped but inside the zip its in pdf get winzip or winrar which are good decompresers of zip files Yeah, but my computer can't even open a zip file. |
| AdventChild06-27-07, 01:58 AM | Yeah, but my computer can't even open a zip file. Cant help u there buddy, sorry. |
| Khadmus07-04-07, 08:29 AM | Why aren't the gauntlets magic items? |
| AdventChild07-04-07, 08:41 AM | Why aren't the gauntlets magic items? Because not everything that has some special property is magic, take alchemist fire, it is under special substances under normal equipment and not listen with the many potions where the magic items are... most things that use alchemical properties are special but not enough to be considered a magic item. |
| Khadmus07-06-07, 05:38 PM | I should have worded it better. Why aren't the gauntlets items? They're just listed under Special Abilities, and I see no reason for this. |
| AdventChild07-06-07, 08:39 PM | I should have worded it better. Why aren't the gauntlets items? They're just listed under Special Abilities, and I see no reason for this. they are, the Magewright’s Gauntlet are under tools not special abilities Tools The cost and weight of the items is given in the table below. Magewright’s Gauntlet: Are gloves with a long wide cuff that covers and protects part of the forearm, its purpose is not to protect the arm though. The gauntlet is connected to a backpack. The backpack element usually consists of two or three cylinders. One cylinder holds compressed manabrew that feeds the gauntlet and the other two hold the reaming of the fluid. Upon its first usage the manabrew retains its alchemical properties for 1 week, after that time has passed the liquid will become black and unusable. The gauntlet provides the caster with the following benefits: a spellcaster can cast any spell that requires a spell component of 500 gp or lower without the need of them. Furthermore a spellcaster can cast any spells without its verbal component. Though this is not a magical item, it takes up the slot of gauntlets for the purpose of limit magic items upon a character. |
| Khadmus07-11-07, 06:24 AM | was talking about the spark gauntlets in the sample monster (in thread, not in pdf) |
| The_wurm07-11-07, 09:31 PM | In regards to the dragonaut's fly speed how about a base speed of 40 and they can spend full points for a +20 feet enhancement bonus to flight speed for 1 minutes per point spent. The "gauntlets" are a special ability. It represents the dragonaut's ability to combine arcane and technological elements. I merely chose to call the ability shock gauntlet because i felt it sounded good and matched the creature's art. Additionally i hope to have 1 or 2 more monsters up shortly. |
| Khadmus07-14-07, 09:27 AM | :bump: |
| The_wurm07-15-07, 10:24 PM | Here you go, a new monster as promised. I hope it is to your likings. Remember if anyone has monster/creature they want stated out (even a guild leader) please don't hesitate to ask. Skarrgan Pit-Skulk CR ? Monstrous humanoid Cn Medium humanoid(human) Init +3; Senses Listen +7, Spot +7 Languages: common AC 17, touch 13, flat footed 14 (+3 dex, +4 armor) hp 12 (2 HD) Fort + 5, Ref + 3, Will + 2 Speed 30 ft. (6 squares) Melee: Long sword +4 (1d8+3/19-30 x2) or Long sword +2 (1d8+3/ 19-20 x2) and dagger +2 (1d4+1/ 19-20 x2) Ranged: heavy cross bow +4 (1d10/ 19-20 x2) Space 5 ft.; Reach 5 Base Atk +1; Grp +5 Atk Options : Two weapon fighting, power attack Abilities Str 16, Dex 16, Con 14, Int 12, Wis 14, Cha 12 SQ : Fearsome might, blood fury Feats : two weapon fighting (B), two weapon defense, power attack, track(B) Skills Survival +7, Climb +5, Hide +8, Jump +6, Listen +7, Move Silently +6, Spot +7 Possessions: Dagger, long sword, chain shirt, heavy cross bow, 10 cross bow bolts Fearsome might: whenever a Skarrgan Pit-Skulk hits an enemy with the both its weapons during the same round of combat or scores a successful critical hit the injured enemy must make an opposed strength check against the pit-skulk. If the enemy loses this check then it is shaken for 1d4 rounds. Blood fury: a Skarrgan Pit-Skulk gets a +1 morale bonus on attack and damage rolls made against creatures that have taken damage since the beginning of the pit skulk’s last turn. The Pit- skulk are some of the foot soldiers of the gruul. Their purpose is to hunt down and kill the gruuls weaker enemies. Of all of the gruul hoard they appear to be the most civilized and are often sent into mainstream society to kill spies from other guilds, traitors, or just spread fear. They crave blood in battle are so brutal with their swords that they have been known to send opponents fleeing with a single hit (of course they catch them again and finish the job). |
| AdventChild07-16-07, 12:10 AM | Here you go, a new monster as promised. I hope it is to your likings. Remember if anyone has monster/creature they want stated out (even a guild leader) please don't hesitate to ask. Skarrgan Pit-Skulk CR ? Human ranger 2 Cn Medium humanoid(human) Init +3; Senses Listen +7, Spot +7 Languages: common AC 17, touch 13, flat footed 14 (+3 dex, +4 armor) hp 12 (2 HD) Fort + 5, Ref + 6, Will + 2 Speed 30 ft. (6 squares) Melee: Long sword +5 (1d8+3/19-30 x2) or Long sword +3 (1d8+3/ 19-20 x2) and dagger +3 (1d4+1/ 19-20 x2) Ranged: heavy cross bow +5 (1d10/ 19-20 x2) Space 5 ft.; Reach 5 Base Atk +2; Grp +5 Atk Options : Two weapon fighting, power attack Abilities Str 16, Dex 16, Con 14, Int 8, Wis 14, Cha 12 SQ : Favored enemy humanoid (humans), wild empathy, fearsome might, blood fury Feats : two weapon fighting , two weapon defense, power attack, track Skills Survival +7, Climb +5, Hide +8, Jump +6, Listen +7, Move Silently +6, Spot +7 Possessions: Dagger, long sword, chain shirt, heavy cross bow, 10 cross bow bolts Favored enemy human/ wild empathy: as per ranger ability Fearsome might: whenever a Skarrgan Pit-Skulk hits an enemy with the both its weapons during the same round of combat or scores a successful critical hit the injured enemy must make an opposed strength check against the pit-skulk. If the enemy loses this check then it is shaken for 1d4 rounds. Blood fury: a Skarrgan Pit-Skulk gets a +1 morale bonus on attack and damage rolls made against creatures that have taken damage since the beginning of the pit skulk’s last turn. The Pit- skulk are some of the foot soldiers of the gruul. Their purpose is to hunt down and kill the gruuls weaker enemies. Of all of the gruul hoard they appear to be the most civilized and are often sent into mainstream society to kill spies from other guilds, traitors, or just spread fear. They crave blood in battle are so brutal with their swords that they have been known to send opponents fleeing with a single hit (of course they catch them again and finish the job). For a gruul "monster" it is too equipped and as a lvl 2 HUMAN ranger it has abilities that simply dont match, i suggest you base the monster on cards instead. |
| The_wurm07-16-07, 09:39 AM | I suppose i can get rid of the ranger stuff, however i felt that it did justice to the card. The pit skulk is potrayed as a two weapon weilding hunter and i felt that the ranger was the way to go. The blood fury and fearsome might represent the card's ability. Additionally monsters are often well equiped when you consider most humanoids that are combatents (goblins, orcs, ect.). Finally the card does show the pit skulk as a human warrior so a human ranger is not all that unacceptable. |
| The_wurm07-16-07, 09:54 AM | Here is another one, I think it might be bit powerful and i apologize in advance for any formating errors. Ghor-Clan Savage CR ? Cn large monstrous humanoid Init + 3; Senses dark vision, 60 feet Listen + 1, Spot + 1 Languages: common AC 24, touch 12, flat footed 21 (+3 dex, +5 natural armor, +7 armor,-1 size) hp 97 (12 HD) Fort + 12 , Ref + 7, Will + 9 Speed: 50 Melee: Great axe +18/ +13/+8 (4d6 +15/ x3) and 2 hooves +14 (1d6+3) and gore +14 (1d8 +3) Space 10 ft.; Reach 5 ft. Base Atk +12; Grp + 23 Atk Options : Maneuvers, power attack, leap attack Abilities Str 24, Dex 16, Con 18, Int 12, Wis 12, Cha 12 SQ : Maneuvers , reckless posture, blood fury Feats : power attack, leap attack, monkey grip, cleave, great cleave Skills: Intimidate +20, Jump + 24, Concentration +19 Possessions: +1 bloodthirsty huge great axe (A bloodthirsty weapon grants its wielder a +2 morale bonus on attack rolls so long as the blade is sated. To keep it sated, the wielder must use the weapon to kill a creature of at least 4 HD every 24 hours. When this blood price goes unpaid, the bonus on attack rolls is replaced by a -2 penalty. The bonus replaces the penalty again as soon as the wielder has slaked the weapon's need to slay.), +2 breast plate, 2 potions of cure critical wounds Skills: Ghor-clan savages receive a +4 racial bonus on intimidate and jump checks Reckless posture: the ghor clan savage tilts its body when in combat to gain more momentum when swinging its axe. It adds twice its strength modifier to damage rolls made for its great axe. Additionally it takes a –8 penalty balance checks and opposed checks for being bull rushed. Blood fury: a ghor clan savage gets a +3 morale bonus on attack and damage rolls made against creatures that have taken damage since the beginning of the pit savages’s last turn. Maneuvers: A ghor clan savage gains maneuvers as if it were a level 12 war blade. 5 maneuvers readied. Maneuvers known: Claw at the moon, action before thought , bone crusher, death from above, overwhelming mountain strike , rabid bear strike, insightful strike greater Stances: Punishing stance, hunter’s stance, hearing the air Ghor clan savages are superb warriors and amongst the gruul’s best. It takes years of training for a savage to perfect it’s technique. In battle the plow through their enemies wielding their bodies and themselves in a seemingly reckless fashion. This however is a façade, the savages are in actually incredibly focused and aware of their surroundings. Their purpose it to charge into take up the front lines in the gruul’s armies and for the killing of particularly annoying (strong) enemies. |
| AdventChild07-16-07, 07:09 PM | I suppose i can get rid of the ranger stuff, however i felt that it did justice to the card. The pit skulk is potrayed as a two weapon weilding hunter and i felt that the ranger was the way to go. The blood fury and fearsome might represent the card's ability. Additionally monsters are often well equiped when you consider most humanoids that are combatents (goblins, orcs, ect.). Finally the card does show the pit skulk as a human warrior so a human ranger is not all that unacceptable. It may do justice to the card but you forgot that u are transporting mtg cards to dnd, a human level 2 ranger would never get such abilities out of the blue, if u want to represent something then you need to make it, specially a human, if it was a monster like a wurm or any other monster then you can jsut make it up as inborn ability of the monster, for humanoid creatures specially humans anything out of the ordinary comes in the form of a feat, spell, template, substitution levels, etc etc. |
| The_wurm07-19-07, 10:45 PM | Once again I have stated out another monster. Please comment and critique. ALso I am still open to requests of what creature I stat out next. Petrified wood kin CR ? (probably between 20-22) Cn huge elemental (earth) Init -1 ; Senses 60 feet Listen + 0, Spot + 0 Languages: common, terran AC 34 , touch 7, flat footed 35 (-1 dex, -2 size, +18 natural armor, + 11 armor) hp 292 (24 HD) Fort + 20 , Ref + 9, Will + 10 Speed: 30 feet Melee: 2 slams +30 (3d10 +12) or +34/+29/+24/+19 huge +2 wounding adamantine long sword(3d6 +15 +1 con damage/17-20 x 2) and slam +25 (2d10+12) Space 15 ft.; Reach 15 ft. Base Atk +18; Grp + 38 Atk Options : Maneuvers, mutilating blow, Abilities Str 34, Dex 8, Con 22, Int 10, Wis 11, Cha 11 SQ : Maneuvers, petrified body, damage reduction 15/adamantine, adamantine strike, Spell resistance 36, mutilating blow, spell dampening body, elemental traits Feats : Power attack, cleave, great cleave, leap attack, improved natural weapon (slam), weapon focus (long sword), improved critical (long sword), stone power, lightning reflexes Skills: Jump +33, intimidate +27 Possessions: huge +2 wounding adamantine long sword, +4 adamantine half plate Petrified body: a petrified wood kin is formed from dead and mineralized wood. This gives him the natural armor bonus and bonus hit points of a revived fossil of the same size. Additionally the wood kin is immune to ability damage, ability drain, and energy drain. Finally petrified wood kin are healed by negative energy instead of harmed(also healed by positive energy) Maneuvers: a petrified wood kin uses/ prepares/ recovers maneuvers a level 20 warblade Maneuvers readied: 7 Stances known: punishing stance, blood in the water, giant’s stance, wolf pack tactics Maneuvers known: rabid wolf strike, bone crusher, lightning recovery, overwhelming mountain strike, iron heart focus, iron heart endurance, rabid bear strike , finishing move, adamantine hurricane, ancient mountain hammer, strike of perfect clarity, feral death blow, mountain tombstone strike Adamantine strike: all of a petrified wood kin’s natural attacks are treated as adamantine weapons for the purpose of bypassing damage reduction. Spell dampening body: A petrified wood kin’s body is formed of what was once dead wood. The power that grant it life also leech away other magical sources rendering the elemental resistant to spells. If any spell has a lessened effect on a successful save (ex. Half damage ) then a petrified wood kin is immune to this effect. Additionally a petrified wood kin receives a +5 bonus on its saves against spells or spell like abilities. Mutilating blow: this is the most fearsome attack of the wood kin. They aim there powerful blows at opponent’s wounds causing crippling, mutilating, and traumatic injuries. Whenever a petrified wood kin hits an enemy with a melee attack, the enemy takes 1 point of damage to a random ability score (roll a d6, all damage is dealt to one ability) for every 20 points of damage the enemy has taken since the beginning of the wood kin’s last turn. A fortitude save (dc 34(dc is strength based)) negates the damage. Any enemy cannot be affected by this ability more then once each round Petrified wood kin are elementals formed out of petrified wood. Some believe that they are naturally occurring and there ties to the destructive forces of nature is what attracts them to the Gruul’s anarchy. Others claim that powerful Gruul shamans and druids are able to summon and create these beings. Either way they are the strongest creatures in the Gruul save those that have leadership positions. They are brutal fighters and are used to defeat strong opponent our wipe out whole armies opposing guilds. The Gruul never launch a large scale raid or attack without at least one of these hulking brutes. |
| AdventChild07-20-07, 04:24 AM | i stopped working on my project for a while, now working on a lineage 2 campaign, i can give u my work so far and hopefully it will be of some use to you. |
| The_wurm07-20-07, 03:16 PM | thank you, that would be very helpful. |
| Khadmus07-21-07, 07:30 PM | I was wondering if you were finished. It seems done, yet I still feel...empty. As if the campaign should be more. Have fun with Lineage 2! (though I have no idea what that is ill look around the campaign workshop until you post) |
| AdventChild07-22-07, 11:52 AM | I was wondering if you were finished. It seems done, yet I still feel...empty. As if the campaign should be more. Have fun with Lineage 2! (though I have no idea what that is ill look around the campaign workshop until you post) it still missing the monsters, i will work on it on my spare time and when i am not working on lineage 2 |
| Sliversun08-12-07, 07:17 AM | Bump. |
| RBoRC08-17-07, 02:29 PM | I'm looking for someone still interested in the idea to gather all materials that exist and continue the work on it. Hope that I'll get some help from you there. Great thanks to everyone who worked for the setting, it's an awful amount of job. |
| Sliversun09-11-07, 07:40 AM | I've just figued out how to read the Ravnica d20 pdf file. So tell me, has there been any changes to it yet? |
| AdventChild09-11-07, 08:50 PM | I've just figued out how to read the Ravnica d20 pdf file. So tell me, has there been any changes to it yet? No, sorry i stopped working on this and i havent played dnd for a while now. P.S i hope you find something you like. |
| The_wurm09-12-07, 04:31 PM | I'm willing to continue with the work, just tell me what you need done. |
| Fiend_Kraken_III10-29-07, 06:29 PM | Can I just ask, what races are you including in this? I read some of the other (older, I think; I was linked to both of them so I don't know) topic and it seems that you're using a load of DnD races which don't exist on Ravnica... could you clarify? |
| ilikepies12-08-07, 11:30 PM | Wow. Lots of stuff. I'm new to the forums, but I have been playing D&D and Magic for a long time and Ravnica is my absolute favorite block. First of all, the easy way to do zibs and zinos would to have zibs represent silver peices, zinos represent gold peices, and copper peices would not exist. I've made a few base classes for each guild. If you want full class feature lists and all, tell me. Here they are: Selesnya: Convoker- A sort of cleric/druid. He lacks the druid special abilities AND the cleric's large spell list, but makes up for it with a combination of both classes' spells and the convoke ability, which allows him to replenish spells by taking others'. Boros: Legionary. The Legionary is a fighter. At 1st level, he can choose either arcane or divine, and gets a very small selection of those spells. At 6th level, he gains the other, and gains an even tinier selection. Golgari: Rot-Mage. Sort of a necromancer, with many abilities that make him undead and give him power over aging. Signature ability is the touch of decay which allows him to deal slight lethal damage, slight ability drains, and make the target age, all with a single touch. Dimir: Phantom. Almost exactly like the assassin, but has two special abilities. One, Array of Tools, gives him bonus items to give him more ways to kill people. The other allows him to mimic the affects of certain Illusion and Enchantment spells, acting like a very small selection of arcane spells. Orzhov: True-Blood. The True-Blood is an example of a priveliged Orzhov (ex: Baroness, not Bodyguard). Lots of manipulative skills, very good skill selection, and a nice amount of arcane AND divine spells. Izzet: Magetinker. This is as far as I've gone so far, but I plan to make this guy much like a sorceror, except he can MAKE HIS OWN SPELLS. He does this by giving up one of his precious and limited spells, and instead using it to alter an existing spell (giving up Magic Missile could make your Burning Hands automatically hit, while giving up Burning Hands could make your Magic Missile deal extra damage.) Gruul: Fury Shaman. Haven't thought much about him yet. Azorius: Senator. Haven't thought much, but a lot of protection abilities. Once the Senator can "prove" someone guilty, all hell breaks loose from his super-punishment-doom powers!!!! Simic: Biomancer. Something to do with cytoplasm. Rakdos: Blood Priest. I don't know. Here are two spells I would like to see. MORTIFY (for actual spell, see http://ww2.wizards.com/gatherer/Card...aspx?&id=96930 Necromancy (Evil) Level: Clr 5, True-Blood 5, Sor/Wiz 5 Components: V, S Casting Time: 1 Standard Action Range: Close (25 ft +5 ft./2 levels) Targets: One living creature or a creature affected by magic. Saving Throw: None Spell Resistance: Yes The air around the target grows dim. First color seems to fade, then matter itself, as if the area is sinking into nothingness. You drain magic and life from the target. First, all magic affecting them is dispelled. Then, they take 1d6/level damage. If this would lower them to 0 or lower hit points, they are immediately killed. ELECTROLYZE (For Actual Spell, see http://ww2.wizards.com/gatherer/Card...aspx?&id=96829 Evocation (Electricity) Sor/Wiz 3, Magetinker 3 Components: V, S Casting Time: 1 standard action) Range: Ranged Touch, Medium (100 ft. + 10 ft./ level) Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Twin lightning bolts, one red and one blue, zap out of your fingertips. You make a ranged touch attack. If you succeed, deal 1d6/level (max 5d6) electricity damage. Once Electrolyze is cast, you may recall one spell of 2nd level or lower (for a sorceror, gain one extra spell of 2nd level or lower for that day). NOTE: This is how the draw a card effect could be represented. Tinkering Effects: When tinkered to a spell, the tinkered spell gains the following ability- After this spell is cast, recall or gain one extra spell of any level below (spell level). < This is how tinkering would work. Sort of like permanent metamagic that can have tons of different effects. |