Monday, June 21, 2021

Spell: Blast of Force

Blast of Force

Evocation [Force]


Level:
Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

Description

You project a concentrated blast of force that strikes with both impact and kinetic power.

You must succeed on a ranged touch attack to hit the target. On a successful hit, the ray deals 1d6 points of force damage per 2 caster levels (maximum 5d6 at 10th level).

If the target is struck, it must succeed on a Fortitude save or be knocked prone.

Creatures larger than Huge gain a +4 bonus on this saving throw, while creatures smaller than Medium take a –2 penalty.

Thursday, June 17, 2021

The Síoraí

The Síoraí


The Síoraí (pronounced shee-ree) are a race of immortal humans whose existence bridges philosophy, magic, and the passage of time itself. Originating from the radiant and magical dimension of Da’Ma, they are frequent dimensional travelers who appear across many worlds as scholars, wanderers, and quiet observers of existence. Da’Ma is described in their own records as a land of extraordinary beauty - lush, luminous, and overflowing with magic so abundant that it shapes the very fabric of life, thought, and reality. Compared to other worlds, Da’Ma is not merely a homeland, but a place where magic and philosophy are inseparable.

The name “Síoraí” was not originally of their own choosing. It was first coined by a now-extinct lizard-like race that once opposed them. In that ancient tongue, the word carried a meaning akin to “those who do not end,” intended as both a fear-driven insult and a grudging acknowledgment of their persistence. After the Síoraí ultimately outlasted that race, they chose to adopt the name themselves. Today, it stands as both a memorial and a quiet declaration of their endurance - an echo of a victory long past, preserved in memory rather than vengeance. While they may still be Da'Man, they choose this sobriquet over their dimensional name.

Physically, Síoraí are nearly indistinguishable from humans, though many possess a subtle, almost timeless presence. Their defining trait is not in their bodies, but in their relationship to time. A Síoraí ages naturally up to a point of their choosing, and then may halt their aging entirely, remaining at that age for as long as they wish to live. While they are functionally immortal, they are not invulnerable - death still comes through violence or rare misfortune. They do not suffer the ravages of age, nor do they experience ability decline due to time. Instead, they exist in a state of self-defined permanence.

Their prolonged lives and deep connection to Da’Ma’s pervasive magic grant them remarkable resilience. They are entirely immune to poison, disease, and all forms of ability damage or drain. This allows them to pursue knowledge and mastery over spans of time that other races can scarcely comprehend. However, this also contributes to a tendency toward introspection, reserve, and a sometimes aloof demeanor. To outsiders, this can appear as emotional distance, though among their own kind, it is often simply a reflection of their thoughtful nature.

Intellect is highly valued among the Síoraí, though not in isolation. They prize not only raw intelligence, but also wisdom, perspective, and the ability to synthesize knowledge across time. Their extended lifespans allow them to explore ideas with unmatched patience, and many dedicate themselves to long-term study, reflection, or the pursuit of arcane understanding. As a result, they are particularly inclined toward wizardry, seeing it as a disciplined and structured way to engage with the fundamental forces of magic.

Síoraí Cultural Paths

Rather than organizing themselves through rigid societal roles, the Síoraí follow philosophical paths - ways of thinking that shape how they experience their long lives. These paths are not fixed castes, but evolving perspectives. Many Síoraí move between them over time, though most tend to favor one that aligns with their nature.

The Archivists of Continuance

Archivists are devoted to the preservation of knowledge in all its forms. In a culture shaped by centuries and millennia, memory is sacred, and forgetting is considered a form of loss. Archivists meticulously record histories, magical discoveries, cultural developments, and even the smallest personal observations.

They are often the ones who travel between worlds, documenting what others overlook and preserving details that might otherwise fade into obscurity. To an Archivist, every moment contributes to a vast and interconnected tapestry of existence. Their work is not merely record-keeping - it is an attempt to ensure that nothing meaningful is ever truly lost.

The Wanderers of Perspective

Wanderers are perhaps the most commonly encountered Síoraí beyond Da’Ma. They embrace dimensional travel not just as movement, but as a means of understanding. Every world they visit is a question to be explored, every culture a perspective to be considered.

They are often found in places like Ville des Marai, where cultures overlap and reality itself feels thin. Wanderers typically observe before acting, preferring to understand the systems and lives around them rather than interfere. They rarely seek to change the worlds they visit - instead, they seek to understand them.

To a Wanderer, existence is not something to be controlled, but something to be experienced and interpreted from as many angles as possible.

The Quiet Philosophers

The Quiet Philosophers turn inward, dedicating themselves to introspection, contemplation, and the exploration of abstract truths. Many remain in Da’Ma for extended periods, reflecting on the nature of existence, identity, time, and reality itself.

They are calm, measured, and often reserved, preferring thought over action and silence over unnecessary speech. While this can make them appear distant, it is not detachment from others, but immersion within their own internal worlds.

Some Quiet Philosophers believe that understanding reality requires stillness - that only by observing without interference can one begin to grasp the deeper truths that underpin existence.

The Custodians of Balance

Custodians are rare among the Síoraí, but deeply respected. They see themselves as stewards of balance - between magic, time, and the natural order of all things.

In Da’Ma, where magic flows freely and abundantly, they study its currents to ensure it remains stable and harmonious. When they travel beyond their home dimension, Custodians may quietly observe or intervene in cases where magical imbalance threatens to cause disruption.

They do not see themselves as rulers or enforcers, but as caretakers of equilibrium. Their philosophy is rooted in the belief that imbalance, if left unchecked, inevitably leads to collapse.

The Reflections

Not all Síoraí follow established paths. Some reject structured philosophy entirely, forging their own understanding of existence. These individuals are known informally as Reflections.

Reflections may become independent scholars, unconventional thinkers, or even permanent residents of other worlds. Some leave Da’Ma by choice, seeking to immerse themselves fully in lives unlike their own. Others are exiled for pursuing ideas deemed too divergent from Síoraí tradition.

Unpredictable and often difficult to categorize, Reflections are among the most intriguing of their kind. They challenge assumptions, disrupt norms, and explore possibilities that others might never consider.

Shared Traits of the Síoraí

Despite their varied philosophies, all Síoraí share several defining characteristics:

  • Deliberate Communication: They choose their words carefully, often speaking with precision and thoughtfulness.
  • Long-Term Perspective: Their decisions are shaped by lifetimes of consideration, not immediate outcomes.
  • Curiosity Without Urgency: They explore deeply, but without haste, allowing understanding to develop naturally.
  • Respect for Knowledge: Intelligence, wisdom, and perspective are highly valued.
  • Subtle Emotional Expression: Their demeanor may appear reserved or aloof, though this reflects restraint rather than absence of feeling.

Racial Traits

  • +2 Intelligence, -2 Charisma.
  • Medium size.
  • Base land speed: 30 feet.
  • Immunity to all poison, disease, ability damage, and ability drain.
  • Do not suffer aging penalties and cannot die of old age.
  • Automatic Languages: Common.
  • Bonus Languages: All common bonus languages.
  • Favored Class: Wizard.
  • Level Adjustment: +2.
  • Challenge Rating: +2.


Wednesday, June 16, 2021

Sanity

Sanity


Abominations from deep dimensions. Vile undead fiends. Knowledge that man was not meant to know. These are all things that can cause a normally well-adjusted individual to lose their grip on reality. The following rules assist in utilizing sanity in D&D games.

Sanity Score

Characters start with a number of Sanity points equal to five times their Wisdom score.

Whenever a character is exposed to something that could affect their sanity, roll 1d100 against their current Sanity score:

  • If the roll is equal to or less than the score, the character is unaffected

  • If the roll is higher than the score, the character is affected as follows:

Missed Roll By → Effect

  • 1–10: Stunned

  • 11–20: Sickened

  • 21–30: Nauseated

  • 31–40: Shaken

  • 41–50: Frightened

  • 51–60: Panicked

  • 61–70: Cowering

  • 71–80: Paralyzed

  • 81–90: Helpless

  • 91–100: Dead (Fortitude DC 20 negates; on success, becomes Helpless)

Sanity Modifiers

Aberrations, Oozes, and Undead make the Sanity roll more difficult:

  • Add (Creature CR – Character Level) to the roll (minimum +0)

Characters must also make a Sanity check when using the Forbidden Knowledge skill:

  • Add ½ the DC of the check to the Sanity roll

Fear Immunity

Paladins and characters immune to fear must still check:

  • Roll 1d20 + character level vs DC 15

  • Success: No Sanity check required

  • Failure: Make the Sanity check as normal

Insanity (0 Sanity)

When a character reaches 0 Sanity, they are driven insane. The DM selects one of the following effects based on the cause.

Insanity Effects

  • Autonomic Hyperactivity - Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest. All attack rolls, saves, and checks take a -2 penalty.

  • Bipolar Mood Disorder - The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching between them.

  • Compulsions - The character insists on performing ritual actions (such as touching doorways in a specific pattern). This behavior lasts 1d10 rounds and may override survival instincts.

  • Depression - Persistent fatigue, hopelessness, and possible hallucinations. All attack rolls, saves, and checks take a -4 morale penalty. The character may withdraw entirely from activity.

  • Dissociative Amnesia (Psychogenic Amnesia) - The character cannot recall important personal information. DC 20 Will save required to remember. Optional: reset Forbidden Knowledge to +0 and max SAN to 99.

  • Dissociative Fugue - The character abandons their identity and assumes a new one.

  • Dissociative Identity Disorder - Multiple personalities with distinct behaviors and outlooks. Same stats, different roles.

  • Expectations of Doom - Constant dread and anticipation of disaster. All attack rolls, saves, and checks take a -2 morale penalty.

  • Intermittent Explosive Disorder - Sudden violent outbursts and destructive behavior.

  • Mania - Hyperactivity, delusions, reckless behavior. All attack rolls, saves, and checks take a -4 morale penalty.

  • Motor Tension - Restlessness and instability. –2 penalty on attack rolls, Fortitude & Reflex saves, and Str/Dex/Con checks.

  • Obsessions - Intrusive thoughts dominate attention, especially under stress, interfering with concentration.

  • Obsessive-Compulsive Disorder - Obsessive thoughts and/or compulsive behaviors.

  • Panic Disorder - Sudden episodes of intense fear with physical symptoms such as trembling, sweating, and breathlessness.

  • Personality Disorders - Long-term behavioral dysfunction. –4 penalty on Charisma-based checks; NPC attitudes shift negatively.

    Types include:

    • Antisocial

    • Avoidant

    • Borderline

    • Compulsive

    • Dependent

    • Histrionic

    • Narcissistic

    • Passive-Aggressive

    • Paranoid

    • Schizoid

  • Phobia - Irrational fear of a specific object or situation. DC 15 Will save to confront; –2 morale penalty while exposed.

  • Post-Traumatic Stress Disorder - Recurring flashbacks, emotional withdrawal, and reliving trauma.

  • Vigilance - Insomnia, irritability, and inability to focus. –4 morale penalty on Will saves and Int/Wis/Cha checks.

Healing Sanity

  • Characters regain Sanity equal to level + CHA modifier per session

  • Characters suffering from insanity do not regain Sanity

Recovering from Insanity

  • Once per session, a character may attempt a Will save (DC 25)

  • Success removes the insanity

  • The character may then begin recovering Sanity normally