It's definitely occurred to me that many Harnmaster spells would translate well to DCC (and conversely, Harn as a campaign setting could easily be used with the DCC ruleset), although Harn is definitely not a 'gonzo, pulp-SF' environment, being more rooted in Tolkeinesque mythology and environments, but the idea of scaling spells with increasing effects is the same in both systems, just handled differently.
Harn as a setting is rules-neutral and filled with all sorts of levels of detail you won't find anywhere else. The campaign world is published by Columbia Games and Kelestia Productions
For fun I decided to convert one of the Shek-Pvar spells for Peleahn (the school of fire, momentum, energy, and heat) over to DCC ... enjoy!
Caress of Pelena |
Level: 1 Range:
Varies Duration: 1
round Casting
Time: 1 action Save: Fortitude |
The wizard causes the internal temperature of an object or creature to
increase. The spell might be undetectable
to the observer, or steam might gather above the target. |
Manifestation: Roll 1d6: (1)
the caster’s hands briefly glow orange; (2) the target of the spell vibrates
rapidly for a moment, with an audible thrum; (3) steam rises from the caster’s
eyes; (4) the air around the target shimmers with heat; (5) flickering flames
dance between the wizard and the target; (6) all the heat sources nearby,
such as torches or even sunlight, momentarily flicker and dim. |
Corruption: Roll 1d4: (1) the wizard’s brow becomes covered in
sweat that will not go away; (2) the wizard’s internal temperature
increases, and they are constantly hot to the touch; (3); all of the wizard’s
hair singes and falls off ; (4) roll on the minor corruption table. |
Misfire: Roll 1d4: (1-2)
the wizard’s internal
temperature increases, and the fever causes them to lose 1d6 hp; (3-4) an
object the caster is holding catches fire and suffers 1d6 hp damage; (3-4) 1d3
random fires start within 30 feet of the caster, on the most flammable
objects. |
Mercurial
Magic:
|
1 Lost, failure
and worse! Roll 1d6 modified
by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption;
(3) patron taint (or corruption if no patron); (4+) misfire. |
2-11 Lost, failure |
12-13 A touched object’s temperature rises by
a few degrees, frost disappears from the surface, ice melts slightly; a touched
creature targeted is healed from frost or cold damage by 1d3 hp. |
14-17 A touched
object’s temperature rises significantly, a cold beverage becomes warm, a
frozen object thaws somewhat; a touched creature targeted is healed from frost
or cold damage by 1d4 hp, or suffers 1d4 hp damage (half damage if they
succeed on a save vs. the caster’s spell check). |
18-21 A touched object’s temperature rises
greatly, a cold beverage becomes hot, a frozen object thaws completely, a
highly flammable object browns or crisps at the edges; a touched creature
suffers 1d6+CL damage (half damage if they succeed on a save vs. the caster’s
spell check). |
22-25 As above,
but affects 1d3 targets within 30 feet. |
26-29 An object within 30 feet has it’s
temperature rapidly rise, expanding slightly causing doors to become
difficult to open (DC as normal + CL), flammable objects suffering 3d6 + CL
damage, paper or cloth objects immolating immediately causing 1d4 damage to
any creature they touch; a creature within 30 feet suffers 3d6 + CL damage
(half damage if they succeed on a save vs. the caster’s spell check). |
30+ An object
within 30 feet has it’s temperature dramatically rise, expanding causing
doors to become difficult to open (DC as normal + 2 x CL), flammable objects
suffering 3d10 + CL damage, paper or cloth objects immolating immediately
causing 1d10 damage to any creature they touch, metallic objects dully
glowing causing 1d10 damage per round for CL rounds to any creature they
touch; a creature within 30 feet suffers 3d10 + CL damage (half damage if
they succeed on a save vs. the caster’s spell check) and any flammable
objects they hold or wear against their skin suffers 1d4 damage. |
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