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  1. - Top - End - #361
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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    Oct 2008

    Default Re: Xenotheurgy: Far Realms magic system

    Quote Originally Posted by khadgar567 View Post
    nice power but how about some how you can study your spells( commune gods or similar) as end of spell with will save for (insert save dc)+ (your murmur level x2) with out will save bonus from any way
    After the 8 hour duration you can do just that, actually. Studying spells or meditating to get your spells takes an additional hour after 8 hours of rest.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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  2. - Top - End - #362
    Troll in the Playground
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    Default Re: Xenotheurgy: Far Realms magic system

    Quote Originally Posted by EdroGrimshell View Post
    After the 8 hour duration you can do just that, actually. Studying spells or meditating to get your spells takes an additional hour after 8 hours of rest.
    well actualy what I say is from chronomancy books 24 hours spell for brief madness and up to your full power thanks for far realm power witch rejuvanates your mind during madness aand lets you ready them again
    edit: fixed typing error
    Last edited by khadgar567; 2015-02-28 at 02:28 PM.

  3. - Top - End - #363
    Pixie in the Playground
     
    Flumph

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    Jun 2016

    Default Re: Xenotheurgy: Far Realms magic system

    I was wondering what the eta on the other breaches are. It has been over a year but I would rather not give up hope on this amazing class.

  4. - Top - End - #364
    Pixie in the Playground
     
    NecromancerGuy

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    Oct 2014

    Default Re: Xenotheurgy: Far Realms magic system

    Unofficial completion

    Hello everyone, obviously I hope my post here will not attract the wrath of the moderators! Necromancy nonetheless. I couldn't bear the thought of this project remaining forever unfinished, lacking the description of the breaches of two of the murmurs.
    The following are my unofficial proposals for adding Space Between Stars and Tongue From Beyond to the playable material of xenotheurgy.
    Please forgive my possible poor English, not being a native speaker. I have used online translators as best I could. ^^

    Enjoy ! ;)

    Space Between Stars
    Spoiler: Space Between Stars
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    Dimensional Hiccup
    Space Between Stars 1 (Teleportation)
    Range:
    Touch
    Target: Creature touched
    Duration: Instantaneous then 1 round
    Saving Throw: Will negates
    A maze of multi-faceted lights dances between your fingers, then envelops the target, who disappears only to reappear somewhere nearby as if space had been recomposed.
    You teleport the target up to 10 feet + 5 feet every two xenotheurgy levels to an unoccupied space in line of sight. The journey is so jarring and disorienting that the target suffers a -1 penalty on Will saves for 1 round.
    Empowerment
    Range: Close (25 ft. + 5 ft./2 levels)
    You can teleport the target up to 20 feet + 10 feet for every two xenotheurgy levels, but the penalty on Will saves increases to -2.

    Into the Ether
    Space Between Stars 1
    Range:
    Personal
    Target: You
    Duration: 1 round/level
    Saving throw: None
    Your eyes become glassy and white, but rather than being blind, you see clearly.
    You can see ethereal creatures as easily as material creatures and objects, and you can easily distinguish ethereal creatures from corporeal ones because ethereal creatures appear translucent and indistinct. In addition to perceiving ethereal creatures, you can also attack them, but your attacks have a 50% chance of failing.
    Empowerment
    Range: Touch
    Target: Creature touched
    You instead grant the effects of this breach to another creature touched, which has only a 20% chance of failing its attacks against ethereal creatures.
    If you target yourself, your attacks against ethereal creatures have no chance of failure, and you can target ethereal targets with breaches. However, such a breach has a 20% chance of failure.

    Astral Pathway
    Space Between Stars 2 (Teleportation)
    Range:
    Personal
    Target: You and objects touched
    Duration: 1 round/level
    You disappear from view as you slip between planes, taking an unknown extradimensional path at his leisure.
    For the duration of the breach, you gain the ability to teleport up to 30 feet at the cost of a move action. You can take with you objects you are carrying or holding, as long as it does not exceed the maximum weight of your carrying capacity, but cannot take other creatures with the exception of a familiar. You must be able to see his destination to teleport to it; if you try to teleport into a solid object, the action is lost. If you do not finish your teleportation on a solid surface, you fall immediately.
    Empowerment
    Duration: 1 minute/level
    You can teleport up to 60 feet at the cost of a move action instead. You must still be able to see your destination to teleport to it. You can also teleport up to 10 feet with a swift action under the same conditions.

    Disable Portal
    Space Between Stars 2
    Range:
    Touch
    Target: 1 portal
    Duration: 10 minutes/level
    Saving Throw: None
    As your hand makes contact with the portal, its shimmer undulates and breaks through in a swirl the color of night. In an instant, points of light like the stars of a galaxy spiral out as this nighttime veil covers the entire portal. After that, the bearer buzzes with a multicolored radiation, accessing nowhere.
    You temporarily close a portal and prevent it from functioning for the duration of the breach. Unlocking spells, opening chimes, and similar effects can only stop this effect if a successful opposed level (caster) check is made against a DC 11 + xenotheurgy level.
    Empowerment
    Target: 1 door
    You instead disable an ordinary door (of any kind), which effectively becomes a wall for the duration of the breach. The material of the wall is the same as that of the affected door, which has seemingly melted into the walls of its frame and lost all roughness as well as any lock entry. Observers can immediately see that the wall looks strange, like a false door. Unlocking spells, opening chimes and similar effects can end this effect under the same condition as above.

    Creation of Space
    Space Between Stars 3
    Range:
    touch
    Effect: 1 extradimensional space created
    Duration: 1 minute/level
    The surface you touched is at an odd angle, and when viewed from a different angle, it is found to have a gap to an impossible inner space.
    This breach creates an extradimensional space with a volume of 30 cubic feet, whose opening appears as a pseudo angular circle of 1 foot in diameter on the continuous surface touched. The surface touched can be soft (like the fabric of a garment for example), but it must be continuous and not show the slightest crack otherwise the breach will fail. The atmosphere inside the extradimensional space is identical to that surrounding the affected surface. At the end of the duration, everything inside is expelled into the nearest unoccupied space, enveloped in a slightly sticky amoebic liquid.
    Empowerment
    Duration: 10 minutes/level
    You can instead create an extradimensional space of up to 70 cubic feet in volume, the opening of which appears as an angular pseudo-circle 2 feet in diameter.

    Baleful Teleportation
    Space Between Stars 3 (Teleportation)
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target: A corporeal creature
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Dislocating pieces of your target by teleporting them to other spaces, you pierce it with holes, depriving it of its limbs or organs.
    Using this breach, you teleport pieces of your opponent elsewhere, inflicting 10d6 damages. A creature under an effect like dimensional anchor is protected from the effects of this breach.
    Empowerment
    Range: Medium (100 ft. + 10 ft./level)
    Saving Throw: Fortitude partial
    Instead, the target of this breach takes 15d6 damages. If it succeeds in its Fortitude save, it still takes 5d6 precision damages and is rendered sickened for 1d6 rounds due to the organic decompensation caused by the teleportation (creatures immune to critical hits are not subject to these side effects).

    Door Through Space
    Space Between Stars 4 (Teleportation)
    Range:
    Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None
    Beyond the stars, there is a space between spaces. You simply take the fastest door to your destination.
    This breach instantly transports you to the destination of your choice. The maximum distance traveled is 100 miles per xenotheurgy levels, and it is impossible to travel to another plane of existence. You can carry objects up to the maximum weight of your carrying capacity. You must have a good idea of the place where you will reappear or have a reliable description of the place (count an oral presentation or a particularly precise map). If not (or if youíve been misled), you disappear and reappear immediately at your place of departure. Since the breach uses the space between the planes, you do not travel via the Astral plane.
    Empowerment
    Range : Touch
    Target : One or more creatures touched
    When using this breach, you cause one or more willing creatures (whose equipment and items do not exceed the maximum weight of their carrying capacity) to move to the chosen destination. All creatures transported must be in contact with you, and you can choose to move with them or not. Otherwise, the effects of this breach are the same as described above. All creatures arrive at the chosen destination.

    Dimensional Mooring
    Space Between Stars 4
    Range:
    Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 10 minutes/level
    Saving Throw: Will negates
    Moored to its plane of existence like a ship trapped beneath the overturned waves of the amoebic sea, the creature is reduced to running, unable to escape those capable of greater movement.
    For the duration of this breach, the target is unable to use any form of extradimensional movement (as if it were under the effects of the dimensional anchor spell).
    Empowerment
    Area: 60 ft.-radius emanation centered on targeted creature
    In addition to the usual effects, all creatures within an 60 feet radius of the target of this breach are unable to use extradimensional forms of travel to move away from it. This does not prevent teleportations of creatures arriving in this area of effect, nor does it prevent extradimensional movement to get closer to the target of the breach or to stay in place (such as blink).

    Space Beyond All Planes
    Space Between Stars 5
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Effect: 1 extradimensional space created
    Duration: 10 minutes/level
    The geometry of this dwelling is abnormal, and within it space is adjusted to angles and dimensions that escape comprehension.
    This breach creates an extradimensional space with a volume of up to 7,000 cubic feet, the shape of which depends on your choice, but which must in its smallest dimension be at least 5 feet on a side and in its largest dimension at most 40 feet on a side. The surface touched can be flexible (like the canvas of a painting for example), but it must be continuous and not show the slightest crack, otherwise the breach will fail. The atmosphere inside the extradimensional space is identical to that surrounding the affected surface. At the end of the duration, everything inside is expelled into the nearest unoccupied space, enveloped in a slightly sticky amoebic liquid.
    Empowerment
    Duration: 1 hour/level
    You can instead create an extradimensional space with a volume of up to 70,000 cubic feet, the largest opening of which can be up to 100 feet on a side.

    Momentary Jaunt
    Space Between Stars 5 (Teleportation)
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates (see description)
    No one knows for sure where the creatures that this breach makes disappear go. In another place? In the future? In a space outside the planes, beyond the stars?
    When using this breach, you teleport the target to an indescribable elsewhere until the end of the duration. At the beginning of each round, the target can make a new Will save to reappear immediately, ending the effect.
    Empowerment
    If the target succeeds in his Will save to end the effect of the breach and reappear immediately (after failing his first saving throw), he remains confused for 1 round upon his return.

    Harrowing Travel
    Space Between Stars 6
    Range:
    Personal
    Target: You
    Duration: 1 hour/level (D)
    Saving Throw : None
    Your long journey through space damage both your body and your mind in the ineffable lands you travel to reach your destination.
    You glide through the space of the plane in which you find yourself, as if carried by waves outside ordinary geometry. You move at a speed of 500,000 feet per hour. At the end of this journey, or when you end the duration of the breach, you are ejected 1d6 miles in a random direction from your point of arrival, into nearby unoccupied space. At the end of your journey, you suffer 1 point of Constitution damage for each hour youíve been traveling and have to make a Will save (DC 20 +1 per previous hour) or suffer a loss of 1d6 points of Wisdom damage while you pull yourself out of the waves of alienation that were carrying you.
    Empowerment
    Range: Touch
    Target: One or more creatures touched
    When using this breach, you move accompanied by one or more willing creatures (whose equipment and objects do not exceed the maximum weight of their carrying capacity). All creatures must be in contact with you, and only you can end the duration of this breach. Otherwise, the effects remain the sames as described above. All creatures suffer the effects of the journey and arrive at the same destination.

    Breaking the Gates
    Space Between Stars 6 (Teleportation)
    Range:
    Personal
    Target: You
    Duration: Instantaneous (see description)
    Saving Throw: None
    Plunging through a rift in space between the stars, and beyond, the traveler reaches his destination through a terrible journey.
    This breach makes you disappear immediately and transports you to the destination of your choice in a different dimension or plane, where you appear after 1 minute. You can carry objects up to his maximum load. You must have a good idea of where you will reappear or have a reliable description of the place (count a verbal account or a particularly accurate map). Some places can be particularly complex to reach, especially because of their changing geography. If your knowledge of the place of arrival is unreliable (or if youíve been misled), you disappear and reappear 1 minute later at your place of departure. Whether the journey is successful or not, it is not a smooth one, as you do not travel via the Astral plane, your journey taking your through the Far Realm for a brief passage. You remain shaken for 1d6 rounds upon arrival and take 1 point of Wisdom damage.
    Empowerment
    Range: Touch
    Target: One or more creatures touched
    When using this breach, you cause one or more willing creatures (whose equipment and items do not exceed the maximum weight of their carrying capacity) to move to the chosen destination. All creatures transported must be in contact with you, and you can choose to move with them or not. Otherwise, the effects of this breach are the same as described above. All creatures arrive at the chosen destination point (or not) and suffer the effects of the journey.


    Tongue From Beyond

    Spoiler: Tongue From Beyond
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    Master of Ciphered Tongues
    Tongue from Beyond 1
    Range:
    Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None
    When you speak, everyone hesitates as to the meaning of your abstruse words, your confidence leaving them unable to decide between gibberish or foreign wisdom.
    For the duration of this breach, you gain a +5 enhancement bonus to Decipher Script and Truespeak checks, but others have to make Intelligence checks in order to understand you about anything more complex than easy (anything above a DC 10 Knowledge check), while you are unable to simplify your words.
    Empowerment
    Range: Touch
    Target: One creature
    Saving Throw: Will negates (harmless)
    This breach instead confers a +8 enhancement bonus to Decipher Script and Truespeak checks to the target, as well as the above-mentioned drawback.

    Connection Beyond Speech
    Tongue from Beyond 1 (Charm) [Mind-affecting]
    Range:
    Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 minute/level
    Saving Throw: Will negates
    As if by a mysterious fascination, the target maintains a link with you for whom he feels a particular empathy that he cannot explain.
    You influence the target's mind, changing his attitude towards you one category towards helpfulness. You receive a +5 intuition bonus to Bluff, Diplomacy, Handle Animal, Intimidation, Perform and Sense Motive checks made to influence the attitude of the target of this breach for the duration. This bonus does not apply to influencing other creatures.
    Empowerment
    This breach instead changes the target's attitude toward you two category toward helpful.

    Empathic Interrogation
    Tongue from Beyond 2
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates
    You read the target's emotions, sensing their needs, urges, and primal emotions, their fear, anger, hatred, insecurities, envy, joy, sorrow, and many other feelings, which are the words of a lucid language for you.
    You learn the superficial thoughts of the target creature's mind while reading its emotions. Creatures with low intelligence have only simple, instinctive thoughts. Creatures immune to morale effects are protected from the effects of this breach.
    Empowerment
    The target's deeper memories are accessible to you, from images buried deep in their memory to the most recent knowledge. You learn the answer to one question per round, formulated as best as possible within the target's knowledge. As you ask questions, the answers are transmitted directly to you. It is not necessary for the target to understand your language, but creatures with little intelligence may not be able to answer the questions asked. A Sense Motive check (DC 10) allows the target to understand that you arereading the answers in his emotions.

    Hold Thy Tongue
    Tongue from Beyond 2 (Compulsion) [Mind-affecting]
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 10 minutes/level
    Saving Throw: Will negates
    When the creature wants to seize language to evoke this subject forbidden by you, its very tongue refuses to move, as if the words were dead.
    When using this breach, you prevent the target from being able to speak about a subject of your choice, which must be able to be summarized in just a few words. For example, it could be an event ("last night's party"), an abstract subject of knowledge ("the race of ancient gods"), or a person ("the shadowy figure in the corner of the wall"). The target is then unable to speak about the chosen subject in any way, even through parables, gesticulation or telepathy.
    Empowerment
    When using this breach, you deprive the target of the words to know, rendering them not only unable to speak about the chosen subject, but also unable to remember anything about it.

    Curse of Muteness
    Tongue from Beyond 3
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 minute/level
    Saving Throw: Will negates
    With eyes wide and expression frozen, the target has lost its voice, deprived of its speech, words, and expressions.
    For the duration of the breach, the target is unable to speak a single word or perform any action to communicate in writing, by gesture, or any other non-verbal form, even if only to nod or deny. This prevents him from using effects with verbal components. The only thing his voice can produce is a monotone, like a grumble or a cry of helplessness, his face plunged in an ineffable expression.
    Empowerment
    Target: 1 or more creatures, none of which must be more than 30 feet away from the others.
    When using this breach, you can target multiple creatures, each of which is affected by muteness, as above.

    Breathless Words
    Tongue from Beyond 3
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target: One creature with an Intelligence of 6 or higher
    Duration: 10 minutes/level
    Saving Throw: Will negates
    With your mouth closed, your words leave your mind and silently lodge themselves in the ears of the person youíre speaking to. Only he can hear them and they resonate with meaning.
    You forge a telepathic link with the target. Both of you can now communicate telepathically, regardless of the language gap. The link does not confer power or influence in either direction. Once formed, it works as long as the distance between you and the target does not exceed the range of the breach (it does not work on another plane).
    Empowerment
    Once formed, the telepathic link works regardless of the distance separating you from the target (but it does not work on another plane).

    Empathic Torture
    Tongue from Beyond 4 [Fear, Mind-affecting]
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates
    A foreign language blends the target's emotions with the tortured and dislocated emotions of a distant realm entity. A fundamental terror grips the target as each word resonates with an incomprehensible feeling.
    The target of this breach must succeed on a Will save or else succumb to panic for the duration and takes 2d6 points of Wisdom damage. Even if it succeeds on its saving throw, the creature is shaken and takes 1 point of Wisdom damage.
    Empowerment
    For the duration of the breach, the target also loses its sanity, forcing it to succeed on a Will save each round or take 1 point of Wisdom damage. The effect end once the target succeed. Even creatures immune to fear effects are affected.

    Speak to the Speechless
    Tongue from Beyond 4
    Range:
    Personal
    Target: You
    Duration: 1 minute/level
    The barrier of language and mind is but a reflection to you when using this breach, a language from elsewhere echoing between words reveals to you the dreams beyond the voice.
    When using this breach, you acquire the ability to speak and understand the language of all intelligent beings (as with tongues spell). You can also talk to unintelligent or non-speaking creatures. You can ask them questions and make sense of their answers, even if the breach does not make them any more friendly or intelligent than they would normally be. Creatures with very limited perception of their surroundings are unable to respond to anything that does not relate to their direct neighborhood. The more cautious and devious ones are often evasive in their responses, while the more stupid ones tend to say anything.
    Empowerment
    Range: Touch
    Target: One creature with an Intelligence of at least 6
    Duration: 10 minutes/level
    You can use this breach to give its effects to the creature touched instead.

    No Whisper Soft Enough
    Tongue from Beyond 5 (Scrying)
    Range:
    See description
    Duration: 1 minute/level
    Saving Throw: Will negates
    At a distance, you hear the target's words, as if your ears were glued to the target's mouth. You listen in the language he speaks in a foreign tongue, which has no channel.
    This breach allows you to hear all the words of the targeted creature, which can be at any distance. If the creature succeeds on their Will save, the breach fails. The difficulty depends on your knowledge of the target (as with the scrying spell, but you do not need to have a link with it). If the target is in another plane of existence, the Will save receive a +5 bonus. If the saving throw fails, you hear everything the creature says, including intonations, screams and mouth noises (you do not hear the sound of their movements in their environment or the sound of the latter).
    Empowerment
    Area: 200 ft.-radius burst
    Instead, you hear all the words spoken by every creature within the area of effect. You must have a good idea of where the area of effect is centered, or have a reliable description of the area (count a verbal statement or a particularly accurate map). If not (or if youíve been deceived), the breach fails and you are stunned for 1 round while a torrent of incomprehensible babble fills your ears. You hear each of the creatures within the area that fails their Will save distinctly, and can distinguish each of their words individually.

    Talk Through the Outside
    Tongue from Beyond 5
    Range:
    See description
    Target: 1 creature
    Duration: 1 round (see description)
    Saving Throw : None
    You send your message through the afterlife to the creature you wishes to inform, and your words reach the target's mind in a language he seems to have known since before he existed.
    When using this breach, you can contact, at any distance, a creature known to you and send it a message not exceeding 30 words. The target automatically recognizes you if he has met you before. Creatures with extremely limited Intelligence (Int 1) can understand the message, although their reaction capabilities are necessarily reduced.
    If the recipient is not in the same plane as the sender, there is a 5% chance that the message will reach him or her in a distorted form (in some cases, the conditions in certain planes can increase this risk considerably). In this case, there is a 50/50 chance that the message that reaches the target is pure gibberish, or that it is maliciously changed into another message (at the GM's discretion) as if an entity from another plane had come between the two speakers.
    Empowerment
    Duration: 1 round/level
    If the target has an Intelligence score of 3 or higher, he recognizes you if he has met you before, and can communicate with you for the duration of the ability (although he is not required to respond) by exchanging messages of 30 words or less per round. The breach otherwise works as above.

    Empathic Protection
    Tongue from Beyond 6 [Mind-affecting]
    Range:
    Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates
    Out of empathy, you protect yourself from pain by making the targeted creature suffer. You do not know the names of the wounds, while they are imprinted in him in a carnal language.
    If the target fails its saving throw, each time you should take damage, you take only half (rounded up) and he takes an equal amount. This damage is empathic in nature, so any abilities the target might have to reduce or regenerate it do not lessen or change it. The damage transferred in this way has no type. So even if the target has immunities to certain types of damage that you have taken, the transfer works normally and inflicts the damage.
    Empowerment
    Instead, each time you should take damage, you take none, and the target takes an amount of empathic damage equal to what you should have taken (after damage reduction and other resistances).

    Telepathic Web
    Tongue from Beyond 6
    Range:
    Personal
    Area: 500 ft.-radius emanation centered on you
    Duration: 10 minutes/level
    Saving Throw: none
    The minds of all creatures in a large area are suddenly brought into contact, as if a new telepathic stratum has covered reality, encompassing all their thoughts.
    This breach forges a telepathic link between all creatures in the area of effect with a minimum Intelligence of 3. The connected creatures can communicate telepathically, even if they speak different languages. The link does not establish any ascendancy of one creature over the others. Once it is formed, it continues to work for a creature as long as it is within the area of effect. The link with a creature is severed if it leaves the area of effect, or if it ends up in a different plane of existence than you. The area of effect remains centered on you and accompanies your movements. If new creatures enter the area of effect during the duration of the breach, they also benefit (or benefit again) from the telepathic link.
    Empowerment
    Area: 1 mile radius emanation centered on you
    You can choose to exclude or specifically include only selected creatures within the area of effect. Depending on your choice, either all creatures except the targets benefit from the telepathic link, or only the targeted creatures benefit. If new creatures enter the area of effect during the duration of the breach and you have them in sight, you can choose whether or not they benefit from the effects of the breach (but you cannot change your choice afterwards, even if they leave and enter the area again).

  5. - Top - End - #365
    Orc in the Playground
     
    Chimera

    Join Date
    Jun 2020

    Default Re: Xenotheurgy: Far Realms magic system

    You left out a little bit of the table at the top, just adding in [/tr] (I think) should fix it. I'll try to read more and give more constructive feedback later.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?

    On a Spelljammer, enough said.

    Rate my homebrew: https://forums.giantitp.com/showsing...&postcount=323

  6. - Top - End - #366
    Pixie in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2014

    Post Re: Xenotheurgy: Far Realms magic system

    You left out a little bit of the table at the top, just adding in [/tr] (I think) should fix it. I'll try to read more and give more constructive feedback later.
    Sorry, I dont quite understand what you're referering to...

  7. - Top - End - #367
    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default Re: Xenotheurgy: Far Realms magic system

    Quote Originally Posted by Jervis View Post
    You left out a little bit of the table at the top, just adding in [/tr] (I think) should fix it. I'll try to read more and give more constructive feedback later.
    Since the original post of this thread was made, there was a change to the forums that broke all the tables from before.
    Spoiler: Old Avatar by Aruius
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    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  8. - Top - End - #368
    Pixie in the Playground
     
    Daemon

    Join Date
    Jan 2021

    Default Re: Xenotheurgy: Far Realms magic system

    Oh, this is back? Cool.

    I began making a 5e conversion for this a week or two ago.

    I've only 4 of the Incursions and Murmurs done, and I'm using others as inspiration for subclasses, but I'm hoping to have this be somewhat finished, at some point.

    Right now there's enough content for it to play up to level 12.

    I was considering making my own post, but then I didn't.

    I can't wrap the link as I haven't made many posts here, but here it is in all of its copy and paste-able glory: https://docs.google.com/document/d/12HjHKYq2G_Zr-z5RGiWY4raN0Lu5vmyCBBqzvziMoDU/edit?usp=sharing

    Enjoy!

  9. - Top - End - #369
    Pixie in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2014

    Default Re: Xenotheurgy: Far Realms magic system

    I just finished DMing a 3.5 campaign where some of the high level antagonists were using xenotheurgy after a year of play. I'm now starting a new campaign where one of the players is a true xenotheurgist half-elf, so I think it's safe to say that this magic system is still alive! (Of course, we've made a few patches and adjustments along the way).

  10. - Top - End - #370
    Pixie in the Playground
     
    Daemon

    Join Date
    Jan 2021

    Default Re: Xenotheurgy: Far Realms magic system

    Quote Originally Posted by Switrot View Post
    I just finished DMing a 3.5 campaign where some of the high level antagonists were using xenotheurgy after a year of play. I'm now starting a new campaign where one of the players is a true xenotheurgist half-elf, so I think it's safe to say that this magic system is still alive! (Of course, we've made a few patches and adjustments along the way).
    That's really cool to hear! This was certainly one of the more impressive things to come out of that time period (I have been lurking here for far too long) and it always pleases me to hear about these sorts of things getting any amount of use.

  11. - Top - End - #371
    Pixie in the Playground
     
    Firkraag's Avatar

    Join Date
    Oct 2015

    Default Re: Xenotheurgy: Far Realms magic system

    Quote Originally Posted by Switrot View Post
    I just finished DMing a 3.5 campaign where some of the high level antagonists were using xenotheurgy after a year of play. I'm now starting a new campaign where one of the players is a true xenotheurgist half-elf, so I think it's safe to say that this magic system is still alive! (Of course, we've made a few patches and adjustments along the way).
    Will you share them here?
    The BS killed me and made selfie with me. I hate them!

  12. - Top - End - #372
    Pixie in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2014

    Default Re: Xenotheurgy: Far Realms magic system

    Share the patches & adjustments ? I can share them but I am not the exclusive author. We did a lot of digging into a (now closed) website that had some modifications, theshadowcitadel on wikidot. Others are ours.
    Last edited by Switrot; 2021-12-06 at 11:18 AM.

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