Transmute: List of 9 spells, which you could lose a spell slot of equivalent level of to cast it spontantenously. Convoke: Circle Magic? This seems to fit perfectly.. Radiance: Sudden Chain spell as AoK suggested seems really nice. Dredge: Pay some cost to regain a spell cast already? Like say.. Sacrifice a spell not already used to regain spell already used of lower level. Adds nice versatility. Haunt: No idea here.. Replicate: What about gaining Twin Spell as bonus feat? It is just about that... Bloodthirst: Whenever enemy gets hurt around you, gain +1 temporary CL and +1 to attack rolls and damage. Should last for one round and stack. Forecast: Reserve Feats, as mentioned by AoK. Hellbent: Heh, this is funny.. No idea how to do it in DD tho.. Graft: Well, there are Grafts, as the stuff you replace your arm with. That's literally the same thing..
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I have a test tomorrow... but What do I care:
I will just outline what each class could be, I have already done rakdos (they could get hellbent at level 5, which would mean when they are out of spells for the day they get the effects of a Tenser's Transformation)
Azorius Guildmage: Mystic Theurge. Forecast-At level 5 they would get +2 CL to all of there Divination spells.
Boros Guildmage: Spell Sword. Radiance- At level 5 they could make one Targeted spell effect everyone in the range of the spell that shares an alinement with the target. (they still get saves and all that)
Dimir Guildmage: Fochlucan Lyrist. Transmute- At level 5 once per day as a move action you can turn one spell into another of the same level. They have to be from the same list (Wizard or Cleric).
Golgari Guildmage: I could not find a good one for this. (Blighter?) Dredge- At level 5 you can cast Raise Dead once per day.(It can work on any non-Outsider-creature?)
Gruul Guildmage: Frenzied Berserker. Blood Thirst- At 5 level if you rage after you have dealt damage this combat, your weapon gets the wounding enchantment as long as you're raging.(Or bypass DR?)
Izzet Guildmage: Wild Mage. Replicate- At 5 level you can, once perday as an immediate action, cast a spell that was just cast, and use up a slot of the same level. It could be off of any list, but you must have a unused slot of that level.
Orzhov Guildmage: Ur-Prest. Haunt- At level 5, Once perday, when you cast a targeting spell, you can chose another target for the spell. If the original target of the spell goes bellow 1 hit point, and the chosen target is in range of the spell. The chosen target is effected by the same spell.
Rakdos Guildmage: See above
Selesnya Guildmage: Arcane Hieophant. Convoke- At level 5, Once per day you can give someone spell levels equal to your PC level, and forget that many levels of spells your self. They must already have the ability to cast spells. If they can't cast spells spontaneously they have to memorize new spells.
Simic Guildmage: See graft above.
I would even say that the mechanics of the guilds should just go at the 5 level of ANY prestige class. Just make an additional requirement to the class that you need to be approved and get into the guild. And you have to follow the rules outlined by the guild to get the extra ability. (I mean the Dimir have Assassins and wizards and ghosts working for them, they ALL should get the Transmute ability, right?)
hmmm did anyone ever consider Acolyte of the Skin for the Rakdos? the flavor is just overflowing if you remember the books... and from all the effects Haunts seems to be a real hit or miss one... not that the mechanic wasnt any different...
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
the flavor is just overflowing if you remember the books... and from all the effects Haunts seems to be a real hit or miss one... not that the mechanic wasnt any different...
Well, if you use it on HEAL, and pick the same guy for both the first and second.
(there would have to be a limit, I would say hours per level, before it would stop working)
I think Rav would be a high level plane.... But that would be hard to pull off, since there are no gods, a level 20 part could go kill Niv Mizzet. At lest in high level plays like Farun, you have Gods to keep the PC's in check.
I guess if Niv was a very old dragon with 5 levels of wizard 10 of wild mage, and 5 of arch mages...... OOO they have all those rocken Prestige Classes for dragons in the Draconomicon.
Fine Fine, you could make it work. (What with him having level 20 wizards to help him out)
Oh right, and he can mind control his guild members and read there thoughts and all that('gift of the fire mind' they do get +'s to int for it)..... yeah fine.... silly me.....
Maybe there should be some kind of Firemind ability for Izzet Guildmages. Something like
"Tap the Firemind"-
At 2nd level, you gain a +1 bonus to Int.
At 4th level, gain +1 to CL on all fire spells.
At 6th level, gain an insight bonus into all spellcraft checks equal to your Guildmage level.
At 8th level, gain 3 uses of Twinspell metamagic per day on spells of level 5 or lower without spell level adjustment.
At 10th level, gain another +1 to Int, +1 to CL on all spells (stacks with bonus to fire spells) and an insight bonus on all knowledge checks equal to your Guildmage level.
This is just a rough draft, feel free to modify it or suggest something that could replace it.
I got the basic idea from the Fiend-Blooded PrC from Heroes of Horror.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
I really think that being in a Guild should be more like a template and less like a class. At curtain HD you should get more abilities. The off set would be that you would have to follow the guild guidelines(the DM would get to jerk you around more)
Or LA... I guess. (I hate LA)
I guess LA if everyone had it, except the one guild-less guy. It might make sense because in Rav people without a guild are basically second class citizens. And the Guild seemed to take some life out of you.
So you could make it WORTH the LA, and have guild back up, and be allowed in bars and what not. (And the Guild-less guy would get his extra level, but would have to be be left outside at bars, and would not have any of the cops willing to help him or anything)
In the novle they made it seem like being Guild-less in Rav was TERRIBLE.
Even killing a guild member could be excused as long as it didn't disrupt order.
As for possible class levels for the "heavies"; Niv's the only Parun left to my knowledge- 12 levels in Dragon Ascendant with advanced great wyrm status is enough to even make an epic character think twice before trying anything stupid.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
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Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
There's another little wrinkle in this: Players are undoubtedly gonna wanna play different guilds, and what in the planes would make 4+ people of no doubt highly different guilds want to work together for something? It would be a stretch even for 1st levelers. We'd either have to all be in the same guild, or have multiple characters doing their own things.
You're probably never going to see Rakdos work with anyone, maybe not even other Rakdos, because they're self-destructive in nature.
Dimir doesn't work with anyone other than other Dimir, because they're not even supposed to exist.
Of course, this depends on timeline as well- is this during the time where Augustin goes bat***** insane and the Ghost Quarter is messing with stuff, before that, or afterward when all the paruns have died?
We'll assume that these alliances are in effect:
Boros/Azorius
Selesnya/Boros
....
Orzhov is too damn status-conscious to do much of anything, but that was always my favorite guild...
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Dimir works with anyone, as long as they benefit from it and don't have to give away secrets. At least that's how i'd see it.
Well, the point is that while guilds wouldn't work that heavily in cooperation, members of given guilds could. It should be thought as the guilds just give you tasks, but for most part don't care how you carry out those orders, as long as it isn't totally opposite to the guild's alignment and philosophies.
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I see lots of nice guildmage designs, but what about the other guild members? The ones that don't necessarily use magic, but have some innate abilities?
The Boros Wojeks
The Selesnya ledev
The Golgari Teratogen/Devkarin
The Dimir "Agents" or Lupul
The Orzhov Advokist
The Izzet Soldiers (not much known, but such pretty armor, must be somethying special... it's probably made of mizzium and all)
The Gruul Berserker (perhaps it would be flavofull if two players would play an impaired couple from th Scab Clan)
The Azorius Hussar
The Simic manipulator?
The Rakdos "Thrill-Killer"
I think these could make great players I think, eventhough some maybe a bit obscure.
Also, on the problems of working together. For that, can't you stick to the old "work together or die a horrible death" stig? Even if you don't, I don't think it will be that much of a problem. In Ravicna, a lot of people were part of a guild. It would be pretty stupid not to work with anyone out of your guild. I haven't read the books, but the guils weren't half as seculair as people might think.
Somebody could be a Rakdos initiate for instance, but still resemble a bit of a normal person able to cooperate to the point where he wants to go: Slaughter others. Why not slaughter monsters? As long as you have your fun and thrill of the kill. Of course the party would need to keep him or her in check all the time, lest their throat be slitten in a bout of fun play.
This goes for all the others too. There were lots of interguild relationships that were not hostile.
Cytoplast Manipulator TOTALLY uses magic. He's neutral evil guy who promises power to opponents by grafts, then corrupts their soul in the process. That's at least how i feel the flavor in the card.
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Of course, this depends on timeline as well- is this during the time where Augustin goes bat***** insane and the Ghost Quarter is messing with stuff, before that, or afterward when all the paruns have died?
wait jog my memory a bit, how did the council died? i dont seem to remember that from the books... aslo Niv didnt die he went away because he was no longer amused with the neplhim's... Every onther Parun is dead (well technically Rakdos isnt dead... but he doesnt count)
Orzhov is too damn status-conscious to do much of anything, but that was always my favorite guild...
Hmm Orzhov are lawyers and deal brokers so as long as you can pay a fee they will offer services in almost any line of work, i mean just look at the Imp friend of Kos (whom i simply forgot the name), he was a bar tender, information broker, real state manager for the Orzhov by the end of book 3... and Feather kinda took the Mantle of new Parun for Boros didnt she? and if i Remember Kos is the new authority figure of Agreyhem... (by the way how will you guys develop the parallel overlaying spirit plane?)
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Amadi, that's where I think our flavor is different. I feel that the manipulator is augmented by grafts and shoots or touches other people to infect them with the cytoplast. While they can do this, they are also able to manipulate the organic matter in other grafts by synching into the biopatterns or something, which would be more like a Psion. (?)
At this, they are either neutral neutral, neutral evil or lawfull evil, since I understand that domination with preplanning is mostly that.
If the Guild Packed was in trouble, they would all work together. I think you guys are forgetting that the Guild Pack binds all of the guilds together.
Even if that was destroyed(depending when in Rav's history the game took place, I like an alt time line before the books with all of the paruns alive), I could see all of the guild working together (or at lest trading or want not) to make money in Rav.
Rav is like "Vampires" in the World of Darkness. Everyone has something different they want, but they will work togher and us diplomacy to get it.
All the guilds will work together in the OPEN. They are all stabbing each other in the back, but they LOOK like they are working together.
The party could all be working on something that many guilds hope to get something out, like establishing a new settlement(like in the second/third? book) or exploring an old part of the city.
I dunno, it just feels as though Ravnica looks like it would be a great setting on the surface, but I wouldn't even begin to know what to do with it, or how to set up an adventure for a Selesnya Cleric/Druid, a Dimir Sorcerer/Bard, a Boros Paladin/Ranger and a Gruul Barbarian/Fighter.
Easy. I can justify the flavor of ANYTHING (I had a city full of exalted characters and totally ****ed up the all Good part with them, all justified flavor wise. The party had to attack them because they had taken over a Good city. You see all of the Garbage collecters and Janitors have been given exalted states by the Beggar God, so they refused to work any more, causing the city to become unsanitary, but they and their children were all now immune to sickness. And they thought the nobles should take out the trash if they cared so much. The nobles would not and were forced to leave and hired the party too..... wait.... what was I... or right...) Easy:
They are sent by there respective guilds into a part of the city that was uncover in an earthquake.
Each of the 3 guilds have a claim on that sector of the city, thought to be worthless until the earthquake uncovered some pre-guildpack ruins. The 3 guilds decided to have a "joint venture" into the ruins, as a compromised (worked out by the Orzhov)
The other 3 chartures think that the Dimir bard was a last minute change to the compromise. They think he is a Orzhov member sent to make sure that it all goes smoothy (at lest that's what his paper work says, he joined the party one day after they left)
After the advancer (which could be 2-4 levels or longer if you want) the party will go back and report that something horrible is happing. There guilds will NOT take the right course of action(the party will have to have found something that basically told them something terrible will happen, but their guild leaders do not believe it)
The party members will have to take it upon them selves to go out and stop the thing and save the city and their guilds. (it will be easy to jerk the Dimir guy around, you never have to tell him why he is doing ANYTHING until the last minute, where it will turn out all of this will help the vampire)
This sounds pretty neat. I had an idea about playing as guildmages. Rather than making that a prestige class, why not just make all players guildmages from the get-go? Basically, they're gestalt characters that always have specialist Wizard as one of their classes. They differ from normal specialists though in that they have two specialties, one for each color, and they have three prohibited schools, those being the specialties of the other three colors. Something like this:
- Abjuration (:symw: is full of RFG and protection effects)
- Conjuration (:symg: is full of effects related to creatures and summoning)
- Evocation (:symr: is full of direct damage effects)
- Necromancy (:symb: is full of death effects)
- Illusion (:symu: is full of illusions and trickery related effects)
Example: A level 3 Rakdos Guildmage would have and extra spell per day of each of the following: Necromancy 1, Evocation 1, Necromancy 2, and Evocation 2. Also, a Rakdos Guildmage would not be able to learn Abjuration, Conjuration, or Illusion spells.
For your second class, you could restrict some (if not all) of the available classes based on color too. For instance Druids would be exclusive to :symg:, while Paladins would be exclusive to :symw:. Fighter probably should be declared universal though. The only color it would fit to deny Fighter to is :symu:, and since all guildmages are dual color you'd be able to be a Fighter anyway.
As far as story hooks go, I'm not sure. Something threatening the Guildpact could probably work. Maybe something extraplanar (they get pulled to Dominaria or something).
I don't like that idea. There shouldn't be colored magic. It's a D&D campaign. Just because it's set in the world of an MTG story doesn't mean there have to be rules for colored magic.
Also, to me it's sounding more and more like Soron is the one who should do the campaign. He seems to have some good ideas and has been helping to create the basis of the entire game. My vote goes to Soron as Ravnica DM.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
If he wants to, but I dunno if I'd be up for it with Soron at the helm (actually that's just being mean.. I'm in too many games as is)
Well its understandable. Since I know nothing about being a DM on a forum.
Can't spell, or do grammar right... And half a dousen(dusen? 12!) other reasons that stopped me from playing WoW.
I have to edit my posts 4-5 times just to make them readable!
I mean... I should PLAY in a forum RPG thing before I run one......
Hey, I don't know anything about being a DM on a forum either. But somehow I managed to get my own campaign going.
Really, it's not all that different from real life. If anything, it's a little easier because you have a little more time to think out what you want to say and how you want to say it.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
My friend and I had a conversation about how cool it would be to play D&D in the setting of Ravnica. We started working on it but didn't get to far we still wanna do it but we want it to be done really well.
The main point is we assigned each guild the alignment(s) we thought would best fitting for them. What do you think?
Azorius: Definitely and obviously lawful. And I am aware of the actual meaning of 'lawful' for D&D.
They could be lawful good, for the truly honest ones who just want to make things better and have everyone get along, or lawful neutral (the ones that hold to the letter of law, valuing pure order over a truly good society)
Orzhov: These guys are held together with law, too. Keeping their word, being reliable - these are the only things that separate them from (the weaknesses of) monoblack. To White-Black, this is what you have to do to stay with the group, and the group makes you strong.
The White ones turned Black are lawful evil in the sense of rigidly carrying out evil, because a White-Black society is filled with oppression and inequality (although it would not have torture or physical abuse). Note that this kind of character is evil in the sense of making one two many compromises in a morally gray area.
The selfish ones who are compromising to White are lawful evil in the normal sense - they seek an evil ends, but they get there with some principles.
The Boros are tricky in the D&D system. They believe in justice and honor, and have respect for certain kinds of law and authority. Their sense of morality stems from their inner feelings of righteousness, and their desire to play out life like an epic, between good and evil. (they're like guys who play D&D and overact the hero role, except they're serious). So they're Chaotic because they go with their feelings, but they're lawful because they do have loyalty and those qualities. Making them neutral just masks all that flavour. If I had to pick, I'd say chaotic, because they are esssentially picking their actions based on their feelings - they have an impulse to do right, because it fills them with the eudaimonia (sp?) of doing right. It happens that they tend to do good more than evil.
Oh, and the good/evil axis would depend on the individual. Whatever it is they do more of in life - save people from evil monsters, or maybe do the vigilante thing a little too recklessly (still good, I think), or, just maybe, be raised such that their sense of loyalty is corrupted into something like a gang mentality - where they are loyal to some group because it is a "family," and it gives them a feeling of personal order.
Huh. I didn't realize Red-White could be evil until just this moment. Oh, but the Boros wouldn't be evil, though.
Red-White definitely can't be neutral on the good/evil axis. They care too much. That axis is their life.
The Selesnyans. These guys are creepy. But my objective view is that they are chaotic good or neutral good. They certainly do not hide from evil and they will not keep to themselves anything they could share. That is, they are not indifferent enough to be neutral. The chaotic/neutral distinction is just the conflict of Green-White: follow instinct or follow something like civil law? The Selesnyans must walk a line, that keeps them close enough to Nature to have the selflessness they need, but which gives them order so that they are still strong as a united whole. I expect neutral good would do them nicely.
The Dimir. Oh, the Dimir. To not be evil, you'd have to be a wholly Blue member of this guild. But the essence of Dimir is to become a guild that, when the opportunity is right, do whatever it takes to get ahead. It's subtle most of the time, but if it could, it would kill however many it took to gain a worthwhile host of information and power. This guild is Neutral evil, clearly. Not bound by any obligations except to itself.
The Izzet: Chaotic Neutral. These guys follow their heart; their heart just happens to point in the direction of KRAZY experiments. Blue-Red loves knowledge just as much as Blue, but it also finds expression and real enjoyment in the real pursuit (and exercise!) of that knowledge. As for morality, Blue-Red is completely indifferent. It has no real reason to help out others, but it doesn't particularly desire to do anything nasty to anyone just to get ahead itself. If anything, it has only the recklessness of Red in satisfying its powerful desires. E.g., it might get pretty nasty finding reagents for something it wants to try out. Chaotic neutral is the only choice.
The Simic: These guys are very inscrutable to me, still. I know that their good/evil position would be mysterious, as they have unique views on what it means to "help" someone. E.g., Green-Blue doesn't believe that making something easy for you is helping you. It believes that the state of nature is one of conflict, where information comes out in the process of that struggle. Green-Blue, though, is quite willing to help, and sometimes may force "help" on you in the form of "hey try using this weird thing I'm gonna do to your body now."
Green-Blue wants to improve stuff but it doesn't actually care about the individuals it is improving. It's looking out for the whole ecosystem - it just wants to protect Nature from the kind of stuff (e.g. Black magic) that would mess it up, and learn some things along the way.
At this time, I'm sure they're neutral on the law/chaos axis.
The Rakdos: Clearly Chaotic Evil. Do whatever you want, and whatever it takes to keep the freedom to keep doing so. And indulge yourself, because life is short.
The golgari: Cool people. These guys are as interesting as Green-Blue (well, slightly less, because I think I get them). These guys think that the essential property of life is that it's hard, it's a struggle. Being Green, they want to preserve that essential property. The Black part also sees life that way, and hates it when people (White) try to cooperate like it's not true.
Thus, they thrive with a theme of predation. They can't be good, as helping people is completely against their wishes. You could be evil if you go more proactively for the self, but if you just do Nature's thing, you're neutral. On law/chaos, these guys are definitely neutral. Emotions nor attachment to codes or loyalties have any effect on these characters.
Thus, I say Neutral Evil. Or True Neutral (like mono-Green; just a significantly darker Nature).
Notice how much one's actual moral code can vary within a D&D alignment. Blue-Black isn't anything like Black-Green, but it looks like they're Neutral Evil both.
The Gruul - these guys want freedom of every sort - freedom from civilization, freedom from rules, freedom from all those things that try to turn something into what it is not. They don't care about wizards and all that fancy stuff they can do and say. Maybe Blue is right about everything it says. Bue Red-Green doesn't care. It wants to enjoy the life it would lead of its own accord, and thinks everyone should be able to do the same, so it stops complicated thinking like BLue
There's a definite element of chaos here. But I can't say these guys are good. They're looking out for others, but only in the broad sense of seeking to counter the spread of rules and denaturalization. They are giving to others only if Red by itself is (to friends and family); otherwise, they are chiefly motivated by that strong impulse for chaos. They believe that chaos, is the good - the D&D definition actually says what Red-Green is pretty well: Believes that allowing the individual to be himself is the strongest way to let things be, and anything else is sacrificing too much.
And if you look: Notice that Blue is neutral, erring to evil; Green is neutral, erring to chaos; Red is all chaotic, Black is all evil, and White is lawful or good.
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Amadi, that's where I think our flavor is different. I feel that the manipulator is augmented by grafts and shoots or touches other people to infect them with the cytoplast. While they can do this, they are also able to manipulate the organic matter in other grafts by synching into the biopatterns or something, which would be more like a Psion. (?)
At this, they are either neutral neutral, neutral evil or lawfull evil, since I understand that domination with preplanning is mostly that.
In that respect, they would more or less be like Slaads are... But i still stand by my impression.
And if simic doesn't get transmutation, i feel terribly wronged The Mad Tapper. That's about the whole thing around them now, isn't it? Coloured magic just doesn't seem right..
I'm soo in if this gets happening. Izzet crazymage (VERY chaotic..) or Rakdos Nutzo i think...
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
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Convoke: Circle Magic? This seems to fit perfectly..
Radiance: Sudden Chain spell as AoK suggested seems really nice.
Dredge: Pay some cost to regain a spell cast already? Like say.. Sacrifice a spell not already used to regain spell already used of lower level. Adds nice versatility.
Haunt: No idea here..
Replicate: What about gaining Twin Spell as bonus feat? It is just about that...
Bloodthirst: Whenever enemy gets hurt around you, gain +1 temporary CL and +1 to attack rolls and damage. Should last for one round and stack.
Forecast: Reserve Feats, as mentioned by AoK.
Hellbent: Heh, this is funny.. No idea how to do it in DD tho..
Graft: Well, there are Grafts, as the stuff you replace your arm with. That's literally the same thing..
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I have a test tomorrow... but What do I care:
I will just outline what each class could be, I have already done rakdos (they could get hellbent at level 5, which would mean when they are out of spells for the day they get the effects of a Tenser's Transformation)
Azorius Guildmage: Mystic Theurge. Forecast-At level 5 they would get +2 CL to all of there Divination spells.
Boros Guildmage: Spell Sword. Radiance- At level 5 they could make one Targeted spell effect everyone in the range of the spell that shares an alinement with the target. (they still get saves and all that)
Dimir Guildmage: Fochlucan Lyrist. Transmute- At level 5 once per day as a move action you can turn one spell into another of the same level. They have to be from the same list (Wizard or Cleric).
Golgari Guildmage: I could not find a good one for this. (Blighter?) Dredge- At level 5 you can cast Raise Dead once per day. (It can work on any non-Outsider-creature?)
Gruul Guildmage: Frenzied Berserker. Blood Thirst- At 5 level if you rage after you have dealt damage this combat, your weapon gets the wounding enchantment as long as you're raging.(Or bypass DR?)
Izzet Guildmage: Wild Mage. Replicate- At 5 level you can, once perday as an immediate action, cast a spell that was just cast, and use up a slot of the same level. It could be off of any list, but you must have a unused slot of that level.
Orzhov Guildmage: Ur-Prest. Haunt- At level 5, Once perday, when you cast a targeting spell, you can chose another target for the spell. If the original target of the spell goes bellow 1 hit point, and the chosen target is in range of the spell. The chosen target is effected by the same spell.
Rakdos Guildmage: See above
Selesnya Guildmage: Arcane Hieophant. Convoke- At level 5, Once per day you can give someone spell levels equal to your PC level, and forget that many levels of spells your self. They must already have the ability to cast spells. If they can't cast spells spontaneously they have to memorize new spells.
Simic Guildmage: See graft above.
I would even say that the mechanics of the guilds should just go at the 5 level of ANY prestige class. Just make an additional requirement to the class that you need to be approved and get into the guild. And you have to follow the rules outlined by the guild to get the extra ability. (I mean the Dimir have Assassins and wizards and ghosts working for them, they ALL should get the Transmute ability, right?)
(there would have to be a limit, I would say hours per level, before it would stop working)
I think Rav would be a high level plane.... But that would be hard to pull off, since there are no gods, a level 20 part could go kill Niv Mizzet. At lest in high level plays like Farun, you have Gods to keep the PC's in check.
I guess if Niv was a very old dragon with 5 levels of wizard 10 of wild mage, and 5 of arch mages...... OOO they have all those rocken Prestige Classes for dragons in the Draconomicon.
Fine Fine, you could make it work. (What with him having level 20 wizards to help him out)
Oh right, and he can mind control his guild members and read there thoughts and all that('gift of the fire mind' they do get +'s to int for it)..... yeah fine.... silly me.....
"Tap the Firemind"-
At 2nd level, you gain a +1 bonus to Int.
At 4th level, gain +1 to CL on all fire spells.
At 6th level, gain an insight bonus into all spellcraft checks equal to your Guildmage level.
At 8th level, gain 3 uses of Twinspell metamagic per day on spells of level 5 or lower without spell level adjustment.
At 10th level, gain another +1 to Int, +1 to CL on all spells (stacks with bonus to fire spells) and an insight bonus on all knowledge checks equal to your Guildmage level.
This is just a rough draft, feel free to modify it or suggest something that could replace it.
I got the basic idea from the Fiend-Blooded PrC from Heroes of Horror.
{Magic: The RPG}
Or LA... I guess. (I hate LA)
I guess LA if everyone had it, except the one guild-less guy. It might make sense because in Rav people without a guild are basically second class citizens. And the Guild seemed to take some life out of you.
So you could make it WORTH the LA, and have guild back up, and be allowed in bars and what not. (And the Guild-less guy would get his extra level, but would have to be be left outside at bars, and would not have any of the cops willing to help him or anything)
In the novle they made it seem like being Guild-less in Rav was TERRIBLE.
Killing a Guild-less was not, in anyway, a crime.
As for possible class levels for the "heavies"; Niv's the only Parun left to my knowledge- 12 levels in Dragon Ascendant with advanced great wyrm status is enough to even make an epic character think twice before trying anything stupid.
"I am in the arcane, and the arcane is in me."
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
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You're probably never going to see Rakdos work with anyone, maybe not even other Rakdos, because they're self-destructive in nature.
Dimir doesn't work with anyone other than other Dimir, because they're not even supposed to exist.
Of course, this depends on timeline as well- is this during the time where Augustin goes bat***** insane and the Ghost Quarter is messing with stuff, before that, or afterward when all the paruns have died?
We'll assume that these alliances are in effect:
Boros/Azorius
Selesnya/Boros
....
Orzhov is too damn status-conscious to do much of anything, but that was always my favorite guild...
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Well, the point is that while guilds wouldn't work that heavily in cooperation, members of given guilds could. It should be thought as the guilds just give you tasks, but for most part don't care how you carry out those orders, as long as it isn't totally opposite to the guild's alignment and philosophies.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
The Boros Wojeks
The Selesnya ledev
The Golgari Teratogen/Devkarin
The Dimir "Agents" or Lupul
The Orzhov Advokist
The Izzet Soldiers (not much known, but such pretty armor, must be somethying special... it's probably made of mizzium and all)
The Gruul Berserker (perhaps it would be flavofull if two players would play an impaired couple from th Scab Clan)
The Azorius Hussar
The Simic manipulator?
The Rakdos "Thrill-Killer"
I think these could make great players I think, eventhough some maybe a bit obscure.
Also, on the problems of working together. For that, can't you stick to the old "work together or die a horrible death" stig? Even if you don't, I don't think it will be that much of a problem. In Ravicna, a lot of people were part of a guild. It would be pretty stupid not to work with anyone out of your guild. I haven't read the books, but the guils weren't half as seculair as people might think.
Somebody could be a Rakdos initiate for instance, but still resemble a bit of a normal person able to cooperate to the point where he wants to go: Slaughter others. Why not slaughter monsters? As long as you have your fun and thrill of the kill. Of course the party would need to keep him or her in check all the time, lest their throat be slitten in a bout of fun play.
This goes for all the others too. There were lots of interguild relationships that were not hostile.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Hmm Orzhov are lawyers and deal brokers so as long as you can pay a fee they will offer services in almost any line of work, i mean just look at the Imp friend of Kos (whom i simply forgot the name), he was a bar tender, information broker, real state manager for the Orzhov by the end of book 3... and Feather kinda took the Mantle of new Parun for Boros didnt she? and if i Remember Kos is the new authority figure of Agreyhem... (by the way how will you guys develop the parallel overlaying spirit plane?)
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At this, they are either neutral neutral, neutral evil or lawfull evil, since I understand that domination with preplanning is mostly that.
Even if that was destroyed(depending when in Rav's history the game took place, I like an alt time line before the books with all of the paruns alive), I could see all of the guild working together (or at lest trading or want not) to make money in Rav.
Rav is like "Vampires" in the World of Darkness. Everyone has something different they want, but they will work togher and us diplomacy to get it.
All the guilds will work together in the OPEN. They are all stabbing each other in the back, but they LOOK like they are working together.
The party could all be working on something that many guilds hope to get something out, like establishing a new settlement(like in the second/third? book) or exploring an old part of the city.
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Easy:
They are sent by there respective guilds into a part of the city that was uncover in an earthquake.
Each of the 3 guilds have a claim on that sector of the city, thought to be worthless until the earthquake uncovered some pre-guildpack ruins. The 3 guilds decided to have a "joint venture" into the ruins, as a compromised (worked out by the Orzhov)
The other 3 chartures think that the Dimir bard was a last minute change to the compromise. They think he is a Orzhov member sent to make sure that it all goes smoothy (at lest that's what his paper work says, he joined the party one day after they left)
After the advancer (which could be 2-4 levels or longer if you want) the party will go back and report that something horrible is happing. There guilds will NOT take the right course of action(the party will have to have found something that basically told them something terrible will happen, but their guild leaders do not believe it)
The party members will have to take it upon them selves to go out and stop the thing and save the city and their guilds. (it will be easy to jerk the Dimir guy around, you never have to tell him why he is doing ANYTHING until the last minute, where it will turn out all of this will help the vampire)
- Abjuration (:symw: is full of RFG and protection effects)
- Conjuration (:symg: is full of effects related to creatures and summoning)
- Evocation (:symr: is full of direct damage effects)
- Necromancy (:symb: is full of death effects)
- Illusion (:symu: is full of illusions and trickery related effects)
Example: A level 3 Rakdos Guildmage would have and extra spell per day of each of the following: Necromancy 1, Evocation 1, Necromancy 2, and Evocation 2. Also, a Rakdos Guildmage would not be able to learn Abjuration, Conjuration, or Illusion spells.
For your second class, you could restrict some (if not all) of the available classes based on color too. For instance Druids would be exclusive to :symg:, while Paladins would be exclusive to :symw:. Fighter probably should be declared universal though. The only color it would fit to deny Fighter to is :symu:, and since all guildmages are dual color you'd be able to be a Fighter anyway.
As far as story hooks go, I'm not sure. Something threatening the Guildpact could probably work. Maybe something extraplanar (they get pulled to Dominaria or something).
Record: 3-2
Simpsons Mafia (Newbie) - Vanilla Mafia - Win
The Fiasco Corporation - Town Reporter - Loss
Doomsday Mafia - Mafia Roleblocker - Win
Battle Royale Mafia - Serial Daykiller - Loss
Danger City Mafia - Vanilla Town - Win
Also, to me it's sounding more and more like Soron is the one who should do the campaign. He seems to have some good ideas and has been helping to create the basis of the entire game. My vote goes to Soron as Ravnica DM.
{Magic: The RPG}
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Can't spell, or do grammar right... And half a dousen(dusen? 12!) other reasons that stopped me from playing WoW.
I have to edit my posts 4-5 times just to make them readable!
I mean... I should PLAY in a forum RPG thing before I run one......
Really, it's not all that different from real life. If anything, it's a little easier because you have a little more time to think out what you want to say and how you want to say it.
{Magic: The RPG}
Azorius: Definitely and obviously lawful. And I am aware of the actual meaning of 'lawful' for D&D.
They could be lawful good, for the truly honest ones who just want to make things better and have everyone get along, or lawful neutral (the ones that hold to the letter of law, valuing pure order over a truly good society)
Orzhov: These guys are held together with law, too. Keeping their word, being reliable - these are the only things that separate them from (the weaknesses of) monoblack. To White-Black, this is what you have to do to stay with the group, and the group makes you strong.
The White ones turned Black are lawful evil in the sense of rigidly carrying out evil, because a White-Black society is filled with oppression and inequality (although it would not have torture or physical abuse). Note that this kind of character is evil in the sense of making one two many compromises in a morally gray area.
The selfish ones who are compromising to White are lawful evil in the normal sense - they seek an evil ends, but they get there with some principles.
The Boros are tricky in the D&D system. They believe in justice and honor, and have respect for certain kinds of law and authority. Their sense of morality stems from their inner feelings of righteousness, and their desire to play out life like an epic, between good and evil. (they're like guys who play D&D and overact the hero role, except they're serious). So they're Chaotic because they go with their feelings, but they're lawful because they do have loyalty and those qualities. Making them neutral just masks all that flavour. If I had to pick, I'd say chaotic, because they are esssentially picking their actions based on their feelings - they have an impulse to do right, because it fills them with the eudaimonia (sp?) of doing right. It happens that they tend to do good more than evil.
Oh, and the good/evil axis would depend on the individual. Whatever it is they do more of in life - save people from evil monsters, or maybe do the vigilante thing a little too recklessly (still good, I think), or, just maybe, be raised such that their sense of loyalty is corrupted into something like a gang mentality - where they are loyal to some group because it is a "family," and it gives them a feeling of personal order.
Huh. I didn't realize Red-White could be evil until just this moment. Oh, but the Boros wouldn't be evil, though.
Red-White definitely can't be neutral on the good/evil axis. They care too much. That axis is their life.
The Selesnyans. These guys are creepy. But my objective view is that they are chaotic good or neutral good. They certainly do not hide from evil and they will not keep to themselves anything they could share. That is, they are not indifferent enough to be neutral. The chaotic/neutral distinction is just the conflict of Green-White: follow instinct or follow something like civil law? The Selesnyans must walk a line, that keeps them close enough to Nature to have the selflessness they need, but which gives them order so that they are still strong as a united whole. I expect neutral good would do them nicely.
The Dimir. Oh, the Dimir. To not be evil, you'd have to be a wholly Blue member of this guild. But the essence of Dimir is to become a guild that, when the opportunity is right, do whatever it takes to get ahead. It's subtle most of the time, but if it could, it would kill however many it took to gain a worthwhile host of information and power. This guild is Neutral evil, clearly. Not bound by any obligations except to itself.
The Izzet: Chaotic Neutral. These guys follow their heart; their heart just happens to point in the direction of KRAZY experiments. Blue-Red loves knowledge just as much as Blue, but it also finds expression and real enjoyment in the real pursuit (and exercise!) of that knowledge. As for morality, Blue-Red is completely indifferent. It has no real reason to help out others, but it doesn't particularly desire to do anything nasty to anyone just to get ahead itself. If anything, it has only the recklessness of Red in satisfying its powerful desires. E.g., it might get pretty nasty finding reagents for something it wants to try out. Chaotic neutral is the only choice.
The Simic: These guys are very inscrutable to me, still. I know that their good/evil position would be mysterious, as they have unique views on what it means to "help" someone. E.g., Green-Blue doesn't believe that making something easy for you is helping you. It believes that the state of nature is one of conflict, where information comes out in the process of that struggle. Green-Blue, though, is quite willing to help, and sometimes may force "help" on you in the form of "hey try using this weird thing I'm gonna do to your body now."
Green-Blue wants to improve stuff but it doesn't actually care about the individuals it is improving. It's looking out for the whole ecosystem - it just wants to protect Nature from the kind of stuff (e.g. Black magic) that would mess it up, and learn some things along the way.
At this time, I'm sure they're neutral on the law/chaos axis.
The Rakdos: Clearly Chaotic Evil. Do whatever you want, and whatever it takes to keep the freedom to keep doing so. And indulge yourself, because life is short.
The golgari: Cool people. These guys are as interesting as Green-Blue (well, slightly less, because I think I get them). These guys think that the essential property of life is that it's hard, it's a struggle. Being Green, they want to preserve that essential property. The Black part also sees life that way, and hates it when people (White) try to cooperate like it's not true.
Thus, they thrive with a theme of predation. They can't be good, as helping people is completely against their wishes. You could be evil if you go more proactively for the self, but if you just do Nature's thing, you're neutral. On law/chaos, these guys are definitely neutral. Emotions nor attachment to codes or loyalties have any effect on these characters.
Thus, I say Neutral Evil. Or True Neutral (like mono-Green; just a significantly darker Nature).
Notice how much one's actual moral code can vary within a D&D alignment. Blue-Black isn't anything like Black-Green, but it looks like they're Neutral Evil both.
The Gruul - these guys want freedom of every sort - freedom from civilization, freedom from rules, freedom from all those things that try to turn something into what it is not. They don't care about wizards and all that fancy stuff they can do and say. Maybe Blue is right about everything it says. Bue Red-Green doesn't care. It wants to enjoy the life it would lead of its own accord, and thinks everyone should be able to do the same, so it stops complicated thinking like BLue
There's a definite element of chaos here. But I can't say these guys are good. They're looking out for others, but only in the broad sense of seeking to counter the spread of rules and denaturalization. They are giving to others only if Red by itself is (to friends and family); otherwise, they are chiefly motivated by that strong impulse for chaos. They believe that chaos, is the good - the D&D definition actually says what Red-Green is pretty well: Believes that allowing the individual to be himself is the strongest way to let things be, and anything else is sacrificing too much.
That's chaotic neutral.
So, recap:
Azorius: Lawful neutral/good
Orzhov: Lawful evil
Dimir: Neutral Evil
Izzet: Chaotic neutral
Rakdos: Chaotic Evil
Golgari: Neutral Evil
Gruul: Chaotic Neutral
Boros: Chaotic Good
Selesnya: Neutral Good
Simic: True Neutral(?)
Thus, parelleling this diagram:
LG ---- NG ---- CG
| ----- | ----- |
LN ---- TN ---- CN
| ----- | ----- |
LE ---- NE ---- CE
We get:
? ---- ----
---- | ----- |
? ---- ---- :symur:/:symrg:
| ----- | ----- |
---:symub:/:symbg: ---
And if you look: Notice that Blue is neutral, erring to evil; Green is neutral, erring to chaos; Red is all chaotic, Black is all evil, and White is lawful or good.
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In that respect, they would more or less be like Slaads are... But i still stand by my impression.
And if simic doesn't get transmutation, i feel terribly wronged The Mad Tapper. That's about the whole thing around them now, isn't it? Coloured magic just doesn't seem right..
I'm soo in if this gets happening. Izzet crazymage (VERY chaotic..) or Rakdos Nutzo i think...
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.