Conan 5e Sorcery Rules - RPG Crossing
RPG Crossing Home Forums Create An Account! Site Rules & Help

RPG Crossing
twitter facebook mastodon bluesky

Notices

Reply
 
Thread Tools
  #1  
Old Sep 23rd, 2022, 05:16 PM
kenneth's Avatar
kenneth kenneth is offline
Shakiest Gun in the Verse
 
Tools
User Statistics
Last Visit: May 9th, 2024
RPXP: 15024
kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth
Posts: 6,142
Conan 5e Sorcery Rules

I intend to eventually run a PG-13 Robert E. Howard style Conan game. I am in no way ready to run it just yet, but I'd like to nail down the least amount of new rules necessary to get the proper feel. Part 1, which is likely the single most important change, is rules for Sorcery. Most of this is lifted, word for word, from Conan the Role Playing Game Atlantean Edition. Here's what I have so far.

Corruption and Madness
Decadent and nihilistic lifestyles can wear at one's soul. People who have had their strong ethical frameworks shattered, whether due to their own failings or disillusionment, may also find themselves in an inescapable downward spiral. This social Corruption, while it may create madness or earn you permanent Corruption Points, is more of a role-playing issue and better handled between the player the person running the game.

People who come into contact with demons or evil 'gods', certain magical artifacts and locations or powerful, deeply-corrupted sorcerers must make a Corruption Check. A character who has successfully passed a Corruption Check need not check against that object, place or entity again for the rest of that day. Those who have friendly contact with these things might be required to make additional checks at the game runners discretion.

Corruption Check DC = 8 + corruption strength* + your current Corruption Points.
Save = your proficiency bonus + Wisdom bonus.
*Each source of environmental corruption has a strength which will be provided by the game runner.

A Code of Conduct, whether Barbarian or Civilized, helps fortify one's mind against Corruption. While potentially very restrictive, someone who adheres to one gains Advantage on Corruption Checks. See Codes of Conduct for details.

Sorcerous Pacts, whether with a demon, fey spirit of 'god' helps fortify magic users against environmental corrupting effects. Being in a Pact grants the agent Advantage on Corruption Checks. See Sorcerous Pacts for details.

Failing a Check will gain you a Minor Insanity. Alternately, you may choose to take on a Corruption Point instead. Those who fail and already have a Minor Insanity will instead gain a Major Insanity. Again, you may choose to take on a Corruption Point instead. If you already have a major insanity, must must take a Corruption Point instead.

Removing an Insanity is a nontrivial task that takes months in calm surrounding while refraining from hedonistic behaviors and the use of magic or pursuit of magical studies. You must remove any Minor Insanity you might have before you can work on removing a Major Insanity. Outside of divine intervention, of which there are no recorded incidences, Corruption Points are impossible to remove.

To recover from an Insanity, you must spend three months in mediation/rest without interruption and then make a Recovery Check. Success removes the condition. Failure requires another month of uninterrupted treatment. If Interrupted, you must start again, spending three months to prepare for your next test.

Recovery Check DC = 10 + your current Corruption Points
Save = your proficiency bonus + Wisdom bonus + skilled assistance.

See the lists for Minor and Major Insanities here.

The Costs of Sorcery
Sorcery was not meant for the minds (or bodies) of mankind. It twists and corrupts and often drives people insane. All magic, whether you call it divine or arcane, is sorcery. Strong, well-disciplined minds may resist lower level use, but the risk of Corruption is always there. When casting a spell or using a magical ability, every time, you must make a Corruption Check.

Corruption Check DC = 8 + spell level* + your current level of corruption.
Save = your proficiency bonus + Wisdom bonus.
*for non-spell magical abilities, halve the class level that you received the ability, rounded down. An ability received at first level should be considered 0 level.

A Code of Conduct, whether barbarian or civilized, helps fortify one's mind against Corruption. While potentially very restrictive, someone who adheres to one gains Advantage on Corruption Checks.

Pacts, whether with a demon, fey spirit of 'god' helps fortify magic users against sorcery's corrupting effects. The sponsor wouldn't want their puppet self-destructing before getting any value from their investment. Sealing a Pact earns the mortal agent 1 Corruption but grants the agent Advantage on Corruption Checks.

Failing a Corruption Check due to the use of magic has the same penalties as environmental Corruption.
__________________
If I pee far, its because I stand on the shoulders of giants.
~ Howard Tayler
Reply With Quote
  #2  
Old Sep 23rd, 2022, 05:17 PM
kenneth's Avatar
kenneth kenneth is offline
Shakiest Gun in the Verse
 
Tools
User Statistics
Last Visit: May 9th, 2024
RPXP: 15024
kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth
Posts: 6,142
Lists of Insanities and Physical Effects of Corruption


Minor Insanities
  • Delusions - You believe something that is not true. Perhaps you believe that the giant-kings of Old Stygia are rising again or the Baracha pirates are really nice guys and just misunderstood. Whatever your delusion might be, you suffer from a mild form of paranoia and tend to 'warn' people about the truth, which can spoil people's opinion of you and erode trust.
  • Phobia - You have an unreasonable fear of something, like spiders, snakes, enclosed spaces, the laughter of children, whatever. You must make a DC20 Wisdom Check or be panicked and be at a Disadvantage to all rolls while you can see your source of fear or feel that it might be near you.
  • Sleeplessness - Whether it's night terrors or simply an unyielding restlessness, you have difficulty getting restful sleep. Every time you take a long rest you must make a DC15 Constitution Check or be at a disadvantage until you take another long rest.

Major Insanities
  • Paranoia - Similar to Delusions, but much more severe. You have a number of highly personalized delusions relating to your persecution and treachery against you. This makes you almost impossible to work with and may break into open conflict.
  • Voices - Your thoughts are invaded by numerous voices deriding you and insisting you take certain actions that are not in you best interests. Any time you are under any appreciable level of stress you must roll a DC20 Wisdom Check or the Game Runner takes over your character for 1d6 rounds. This would be bad.
  • Hallucinations - You see and hear things that are not there and have a deeply skewed perception of the things that are there. You are at a Disadvantage on all attacks and saves and checks.

Mental Corruption Effects
  • 1-2 Troubled - You may have bad dreams of flashbacks to negative memories. You will abuse intoxicants or indulge in hedonistic activities either to make yourself feel better or push your troubles away. This is a role playing complication only.
  • 3-4 Disturbed - Nihilism has begun to set in. You've become very selfish and are starting to seriously entertain the idea that the worship of demons is more useful than the do-nothing 'good' gods. Maintaining a Code becomes very difficult.
  • 5-6 Detached - People are either resources or in the way. Their feelings are inconsequential. A Code of Honor is for suckers and you can no longer maintain one. You may substitute your current Corruption Points for your Charisma Bonus on attempts to influence NPCs.
  • 7-9 Corrupt - If you have not already done so you will seek out peaceful contact with a demon or evil god. All of the traits from Detached apply plus you may substitute your current Corruption Points for your Charisma Bonus on attempts to influence demons. You body has also begun showing physical signs of your inner corruption. Unnaturally pale skin, glowing eyes, patches of fish scales, doe ears, what have you. You gain another physical corruption at 8 and 9 Corruption points. Your corruption may still be concealable but takes effort.
  • 10+ Demonic - You may no longer conceal your personal Corruption, nor do you care to. Any human having peaceful contact with you risks becoming corrupted by you. You continue to gain physical corruption traits with each new point of corruption.

Lesser Physical Corruption Effects (7-9 Corruption Points)
  1. Your shoulders begin to stoop and your arms begin to lengthen.
  2. You begin to look anemic, pasty and unhealthy.
  3. A pair of odd. painful ooze filled cysts form at your temples.
  4. The ends of your fingers and toes swell and your nails turn purplish-black as though they'd been hit with a hammer.
  5. Your teeth lengthen and sharpen, tapering to points.
  6. Your appetite becomes uncontrollable and you begin to rapidly gain weight.
  7. You begin to get progressively thinner no matter what you eat.
  8. Your skull is covered with painful purple lumps as though it were covered in bruises.
  9. You grow fish-like or serpent's scales in slowly spreading patches.
  10. Your eyes are red and bloodshot and swollen.

Greater Physical Corruption Effects (10+ Corruption Points)
  1. You take on an apelike appearance with thick body hair bowed legs and extended arms. +10 climb +5 move on all fours.
  2. Your skin faintly glows giving off providing illumination out to 5' and causing you to take Stealth checks at disadvantage.
  3. You sprout horns or antlers allowing you to make a bonus unarmed attack doing lethal damage for 1d6 + Str bonus.
  4. Your nails become black claws, allowing you to make a bonus unarmed attack doing lethal damage for 1d6 + Str bonus.
  5. Your teeth have become great fangs, allowing you to make a bonus unarmed attack doing lethal damage for 1d6 + Str bonus.
  6. Your body has become bloated and swollen. You gain 1d6 permanent Hit Points but permanently suffer -2 to your Charisma.
  7. You are little more than skin pulled tight over bones. You gain a permanent +2 to your Dexterity but suffer -2 to your Strength score.
  8. Your skull splits open revealing a massive pulsing writhing brain twice the size of a normal human's. You gain a permanent +2 to your Intelligence Score but suffer -2 to tour Constitution score.
  9. Your body is covered with thick scales as those like of a giant fish, lizard or serpent. You gain +1 Natural Armor that stacks with armor from any other source, including other types of Natural Armor.
  10. Your eyes take on a red glow. You see well in low light conditions out to 30 feet. This adds to any low light vision you may already have.
__________________
If I pee far, its because I stand on the shoulders of giants.
~ Howard Tayler
Reply With Quote
  #3  
Old Sep 25th, 2022, 07:23 PM
Admin Dirk's Avatar
Admin Dirk Admin Dirk is online now
Methuselah of DnD
 
Tools
User Statistics
Last Visit: Jun 17th, 2024
RPXP: 90089
Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk
Posts: 62,021
Please be cautious in copy/pasting verbatim items from games, unless you know for sure they are Open source, not copyrighted, or the publisher has allowed such use (for example, "give this text to your players").

Don't want Mongoose Publishing to issue Birched a cease and desist letter...
__________________
"Go Chiefs." --- Raylorne
Aside from RPG, I collect used postage Stamps, Some Coins (quarters), and 1/6th Scale military Figures. Let's talk!
Reply With Quote
  #4  
Old Sep 25th, 2022, 08:24 PM
kenneth's Avatar
kenneth kenneth is offline
Shakiest Gun in the Verse
 
Tools
User Statistics
Last Visit: May 9th, 2024
RPXP: 15024
kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth
Posts: 6,142
It's more rule for rule than word for word. I'm not getting much traction on the discussion so I can remove it it you like.
__________________
If I pee far, its because I stand on the shoulders of giants.
~ Howard Tayler
Reply With Quote
  #5  
Old Sep 26th, 2022, 07:10 AM
Admin Dirk's Avatar
Admin Dirk Admin Dirk is online now
Methuselah of DnD
 
Tools
User Statistics
Last Visit: Jun 17th, 2024
RPXP: 90089
Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk Admin Dirk
Posts: 62,021
At this time, I merely ask to exercise prudence. no need to remove.
__________________
"Go Chiefs." --- Raylorne
Aside from RPG, I collect used postage Stamps, Some Coins (quarters), and 1/6th Scale military Figures. Let's talk!
Reply With Quote
  #6  
Old Sep 26th, 2022, 11:25 AM
kenneth's Avatar
kenneth kenneth is offline
Shakiest Gun in the Verse
 
Tools
User Statistics
Last Visit: May 9th, 2024
RPXP: 15024
kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth kenneth
Posts: 6,142
__________________
If I pee far, its because I stand on the shoulders of giants.
~ Howard Tayler
Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -4. The time now is 06:41 PM.
Skin by Birched, making use of original art by paiute.( 2009-2012)


RPG Crossing, Copyright ©2003 - 2024, RPG Crossing Inc; powered by vBulletin, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd. Template-Modifications by TMB