C&C Middle Earth
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rabindranath72
- Lore Drake
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- Joined: Wed May 17, 2006 7:00 am
C&C Middle Earth
Dear all,
the sourcebook for C&C Middle Earth campaigns is nearly ready. Here is a little "preview", let me know what you think!
The material converts and adapts ideas from decipher's LOTR, ICE MERP and ICE LOTR adventure game.
Cheers,
Antonio
THE FREE PEOPLES
The Dwarves (Khazad)
as C&C Dwarves (C&C PH p.32) with the following modifications
- remove Deepvision
- remove Defensive Expertise
They gain the following racial traits and abilities:
ANIMAL AVERSION: Dwarves do not get well with animals, so they suffer a -2 penalty to all checks relating to animals (e.g. ride, befriending etc.)
FIRESTARTING: Dwarves have great skill in starting fires, even in rainy weather.
SMITHCRAFT (Wisdom): Dwarves practice their crafts obsessively and possess many secrets of making that are unknown to other people. They receive a +2 to all checks relating to smithcraft (creation of swords, armour and delicate works of beauty).
LANGUAGES: Khuzdul, Westron (Common)
The Elves (Eldar)
They are divided into three races: Noldor, Sindar and Sylvan Elves. Since they are not balanced against the other races (in the works of Tolkien they are depicted as vastly superior to all other Free People), the CK may not want to allow them as PC races. Alternatively, he may require that double or triple experience points must be earned to reach second level.
All three elven races have the same characteristics of C&C Elves (C&C PH p.33) with the following modifications:
- Remove Twilight Vision
- Remove Weapon Training
- Enhanced Senses: the range of vision is 10 leagues (30 miles)
- They are as tall as Men, sometimes taller, though they are of slighter build and greater grace
- The attribute modifiers depend on the elven subrace
They gain the following racial traits and abilities:
ANIMAL EMPATHY: as C&C Gnome (C&C PH p.34)
AGELESS: Elves do not age, nor do they die, unless wounds, grief or some artifice of the Enemy takes hold of them and ends their existence in Middle-Earth.
SWIFT HEALING: Elves heal their wounds at double the normal rate (C&C PH p.120). Furthermore, they are not affected by normal illnesses and diseases.
COMFORT: Elves feel no discomfort under extreme temperatures (both cold and hot) and they suffer no ill effects from them.
SENSE POWER (Wisdom): Elves can sense the presence of power, evil, ancient tragedies and the subtle menace of the Shadow.
LIGHFOOTEDNESS: Elves can walk on fragile surfaces as snow, unbent grass and narrow branches without difficulty.
GHOST-SCORN: The ghosts of Men hold no terror for the Elves, who are immune to the fear and aging effects that they create (C&C M&T p.38; actually, this is not a new ability, but for some reason it is not listed explicitly in the C&C PHB).
THE ART: Elves possess magical qualities though they do not think of them in those terms. These are simple, natural abilities used for creation and joy, not domination and power over things and creatures. They receive a +2 bonus to all magic-related checks, e.g. for casting spells (q.v.), saving throws and whatever the CK deems magic-related.
Furthermore, whatever their class, Elves can create magic items of minor power (up to a +1 bonus or equivalent), as a wizard or cleric of the same level (C&C M&T p.87). The CK has final authority over what an Elf can do with this ability.
The Noldor (High Elves)
INNER LIGHT: Because the Noldor have lived among the Valar across the sea, against both the Seen and the Unseen they have great power. They receive a +4 bonus on all checks to resist or oppose the power of the Shadow: resisting the fear of the Nazgul, intimidate Saurons servants, saving against sorcery effects etc.
NOLDORIN LORE: Noldor are renowned for their love of lore and the arts of making. They receive a +2 bonus to any smithcraft (involving the work of metal and the rare art of gem crafting) and lore-based checks.
ATTRIBUTE MODIFIERS: +1 Intelligence, -1 Constitution
LANGUAGES: Sindarin, Westron (Common). Their ancestral tongue, Quenya, is used only for preservation of lore and nostalgic expressions of longing for the West.
BARD MODIFIER: +2 decipher script, +2 legend lore
The Sindar (Grey Elves)
MUSICAL GIFTS (Charisma): Grey Elves are renowned for their gifts of music and song. They receive a +2 bonus for checks involving artistic performances like singing, playing, poetry etc.
ATTRIBUTE MODIFIERS: +1 Charisma, -1 Constitution
LANGUAGES: Sindarin, Sylvan, Westron (Common)
BARD MODIFIER: +2 exalt
The Sylvan Elves (Wood Elves)
WOODSY (Wisdom): The Sylvan Elves are particularly adept at living in the woods. They receive a +2 bonus to Survival and Track checks.
ATTRIBUTE MODIFIERS: +1 Wisdom, -1 Constitution
LANGUAGES: Sylvan, Sindarin, Westron (Common)
RANGER MODIFIER: +2 survival, +2 track
The Hobbits
Hobbits are treated as C&C Halflings (C&C PH p.35) with the following modifications:
- remove Duskvision
- Fearless: the saving throw bonus applies even to checks to resist Corruption (q.v.)
They gain the following racial traits and abilities:
SURE AT THE MARK: They receive a +1 bonus to hit with thrown and ranged weapons.
SIX MEALS A DAY (Wisdom): Hobbits are renowned for their love of food. They receive a +2 bonus to all checks involving cooking, food etc. (even to identify if it is spoiled or poisoned).
LANGUAGES: Westron (Common) with some Hobbit words specific to themselves.
the sourcebook for C&C Middle Earth campaigns is nearly ready. Here is a little "preview", let me know what you think!
The material converts and adapts ideas from decipher's LOTR, ICE MERP and ICE LOTR adventure game.
Cheers,
Antonio
THE FREE PEOPLES
The Dwarves (Khazad)
as C&C Dwarves (C&C PH p.32) with the following modifications
- remove Deepvision
- remove Defensive Expertise
They gain the following racial traits and abilities:
ANIMAL AVERSION: Dwarves do not get well with animals, so they suffer a -2 penalty to all checks relating to animals (e.g. ride, befriending etc.)
FIRESTARTING: Dwarves have great skill in starting fires, even in rainy weather.
SMITHCRAFT (Wisdom): Dwarves practice their crafts obsessively and possess many secrets of making that are unknown to other people. They receive a +2 to all checks relating to smithcraft (creation of swords, armour and delicate works of beauty).
LANGUAGES: Khuzdul, Westron (Common)
The Elves (Eldar)
They are divided into three races: Noldor, Sindar and Sylvan Elves. Since they are not balanced against the other races (in the works of Tolkien they are depicted as vastly superior to all other Free People), the CK may not want to allow them as PC races. Alternatively, he may require that double or triple experience points must be earned to reach second level.
All three elven races have the same characteristics of C&C Elves (C&C PH p.33) with the following modifications:
- Remove Twilight Vision
- Remove Weapon Training
- Enhanced Senses: the range of vision is 10 leagues (30 miles)
- They are as tall as Men, sometimes taller, though they are of slighter build and greater grace
- The attribute modifiers depend on the elven subrace
They gain the following racial traits and abilities:
ANIMAL EMPATHY: as C&C Gnome (C&C PH p.34)
AGELESS: Elves do not age, nor do they die, unless wounds, grief or some artifice of the Enemy takes hold of them and ends their existence in Middle-Earth.
SWIFT HEALING: Elves heal their wounds at double the normal rate (C&C PH p.120). Furthermore, they are not affected by normal illnesses and diseases.
COMFORT: Elves feel no discomfort under extreme temperatures (both cold and hot) and they suffer no ill effects from them.
SENSE POWER (Wisdom): Elves can sense the presence of power, evil, ancient tragedies and the subtle menace of the Shadow.
LIGHFOOTEDNESS: Elves can walk on fragile surfaces as snow, unbent grass and narrow branches without difficulty.
GHOST-SCORN: The ghosts of Men hold no terror for the Elves, who are immune to the fear and aging effects that they create (C&C M&T p.38; actually, this is not a new ability, but for some reason it is not listed explicitly in the C&C PHB).
THE ART: Elves possess magical qualities though they do not think of them in those terms. These are simple, natural abilities used for creation and joy, not domination and power over things and creatures. They receive a +2 bonus to all magic-related checks, e.g. for casting spells (q.v.), saving throws and whatever the CK deems magic-related.
Furthermore, whatever their class, Elves can create magic items of minor power (up to a +1 bonus or equivalent), as a wizard or cleric of the same level (C&C M&T p.87). The CK has final authority over what an Elf can do with this ability.
The Noldor (High Elves)
INNER LIGHT: Because the Noldor have lived among the Valar across the sea, against both the Seen and the Unseen they have great power. They receive a +4 bonus on all checks to resist or oppose the power of the Shadow: resisting the fear of the Nazgul, intimidate Saurons servants, saving against sorcery effects etc.
NOLDORIN LORE: Noldor are renowned for their love of lore and the arts of making. They receive a +2 bonus to any smithcraft (involving the work of metal and the rare art of gem crafting) and lore-based checks.
ATTRIBUTE MODIFIERS: +1 Intelligence, -1 Constitution
LANGUAGES: Sindarin, Westron (Common). Their ancestral tongue, Quenya, is used only for preservation of lore and nostalgic expressions of longing for the West.
BARD MODIFIER: +2 decipher script, +2 legend lore
The Sindar (Grey Elves)
MUSICAL GIFTS (Charisma): Grey Elves are renowned for their gifts of music and song. They receive a +2 bonus for checks involving artistic performances like singing, playing, poetry etc.
ATTRIBUTE MODIFIERS: +1 Charisma, -1 Constitution
LANGUAGES: Sindarin, Sylvan, Westron (Common)
BARD MODIFIER: +2 exalt
The Sylvan Elves (Wood Elves)
WOODSY (Wisdom): The Sylvan Elves are particularly adept at living in the woods. They receive a +2 bonus to Survival and Track checks.
ATTRIBUTE MODIFIERS: +1 Wisdom, -1 Constitution
LANGUAGES: Sylvan, Sindarin, Westron (Common)
RANGER MODIFIER: +2 survival, +2 track
The Hobbits
Hobbits are treated as C&C Halflings (C&C PH p.35) with the following modifications:
- remove Duskvision
- Fearless: the saving throw bonus applies even to checks to resist Corruption (q.v.)
They gain the following racial traits and abilities:
SURE AT THE MARK: They receive a +1 bonus to hit with thrown and ranged weapons.
SIX MEALS A DAY (Wisdom): Hobbits are renowned for their love of food. They receive a +2 bonus to all checks involving cooking, food etc. (even to identify if it is spoiled or poisoned).
LANGUAGES: Westron (Common) with some Hobbit words specific to themselves.
NICE work!! I can't wait to see the full-fledged sourcebook! You know, after all these years, I've never once gamed in Middle Earth. Awesome job, man!
Ink
_________________
Check out Inkpot's C&C Downloads: http://www.cncplayer.net/inkpot/index.htm
C&C: Blissfully devoid of gestalt neko-hin rogue/fighter/mages!!
Ink
_________________
Check out Inkpot's C&C Downloads: http://www.cncplayer.net/inkpot/index.htm
C&C: Blissfully devoid of gestalt neko-hin rogue/fighter/mages!!
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rabindranath72
- Lore Drake
- Posts: 1102
- Joined: Wed May 17, 2006 7:00 am
Emryys wrote:
Come to think of it, neither have I
Is this going to be a commercial project?
Sounds very appealing...
Thank you guys!
Commercial? No, the Tolkien Estate would sue me from now to eternity
It is just for fun, and because I wanted to play Middle Earth in a simple and story-oriented way. I did not like MERP very much, the feeling was not "right" and the rules were heavy. I much more preferred ICE LOTR, which is the system I used until now for ME games. I had great expectations from Decipher's game, but it turned out as d6 version of 3.x, lots of huge rule bloats, which is a real pity since I think they got the right flavor for many things, including magic.
So, here I am with C&C, and I will try to get the ME "feeling" in my adaptation.
Cheers,
Antonio
- Omote
- Battle Stag
- Posts: 11560
- Joined: Wed May 03, 2006 7:00 am
- Location: The fairest view in the park, Ohio.
- Contact:
This is nice stuff R72. I've been trying to get a Midde-Earth game kick-started for quite some time using C&C, but the work in converting seemed a bit heavy at time (even for C&C, and trying to stay as true to the novels as possible). But I like what you;ve started here, this is good. I may have snag some of your ideas, chief. *snagged*
I think C&C is the best way possible on the FPRG market to represent a Midde-Earth campaign, so more kudos to you!
..............................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
I think C&C is the best way possible on the FPRG market to represent a Midde-Earth campaign, so more kudos to you!
..............................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
I like what you've done here, rabindranath72! I think it would be great to run a ME campaign using C&C. 8)
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
- Omote
- Battle Stag
- Posts: 11560
- Joined: Wed May 03, 2006 7:00 am
- Location: The fairest view in the park, Ohio.
- Contact:
The all important aspect to the campaign is how magic is handled... a test I have yet to pass when combining it with C&C.
I've seem your thoughts before on the matter R72, but to see it in it's completed form would be nice. This post has got me thinking about this all day now...
I wanna run a ME campaign... 8)
........................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
I've seem your thoughts before on the matter R72, but to see it in it's completed form would be nice. This post has got me thinking about this all day now...
I wanna run a ME campaign... 8)
........................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
Everything that you have posted so far looks great! This should be a good adaptation and I'll definitely use your material once you have it finished. I was terribly disappointed by Decipher's version of LOTR which came out right after the movies. The flavor was nice, but the system sucked. I really like the adaptations to C&C of well-known worlds that I've seen on the net (the Dragonlance one is very good) and hopefully this one will be as good as the preview. Now if I can just get my hands on some Shannara stuff....
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rabindranath72
- Lore Drake
- Posts: 1102
- Joined: Wed May 17, 2006 7:00 am
Orpheus wrote:
Everything that you have posted so far looks great! This should be a good adaptation and I'll definitely use your material once you have it finished. I was terribly disappointed by Decipher's version of LOTR which came out right after the movies. The flavor was nice, but the system sucked. I really like the adaptations to C&C of well-known worlds that I've seen on the net (the Dragonlance one is very good) and hopefully this one will be as good as the preview. Now if I can just get my hands on some Shannara stuff....
Thanks for the kind words!
Dragonlance was my work
And for Shannara...stay tuned
Well then my compliments on the work. I was very impressed at the quality of the work and the overall presentation of the material. I almost had to wonder if I wasn't downloading some bootlegged "official" work. If the Middle Earth stuff is of that caliber, it will more than exceed my expectations. Keep up the good work, and no rush on the Shannara.
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rabindranath72
- Lore Drake
- Posts: 1102
- Joined: Wed May 17, 2006 7:00 am
Here is a small update on the Free People. Some details added (regarding age categories), plus the Men.
THE FREE PEOPLES
The Dwarves (Khazad)
as C&C Dwarves (C&C PH p.32) with the following modifications
- remove Deepvision
- remove Defensive Expertise
- all age categories and age limit are halved (C&C PH p.31)
They gain the following racial traits and abilities:
ANIMAL AVERSION: Dwarves do not get well with animals, so they suffer a -2 penalty to all checks relating to animals (e.g. ride, befriending etc.)
FIRESTARTING: Dwarves have great skill in starting fires, even in rainy weather.
SMITHCRAFT (Wisdom): Dwarves practice their crafts obsessively and possess many secrets of making that are unknown to other people. They receive a +2 to all checks relating to smithcraft (creation of swords, armour and delicate works of beauty).
LANGUAGES: Khuzdul, Westron (Common)
The Elves (Eldar)
They are divided into three races: Noldor, Sindar and Sylvan Elves. Since they are not balanced against the other races (in the works of Tolkien they are depicted as vastly superior to all other Free People), the CK may not want to allow them as PC races. Alternatively, he may require that double or triple experience points must be earned to reach second level.
All three elven races have the same characteristics of C&C Elves (C&C PH p.33) with the following modifications:
- Remove Twilight Vision
- Remove Weapon Training
- Enhanced Senses: the range of vision is 10 leagues (30 miles)
- They are as tall as Men, sometimes taller, though they are of slighter build and greater grace
- The attribute modifiers depend on the elven subrace
They gain the following racial traits and abilities:
ANIMAL EMPATHY: as C&C Gnome (C&C PH p.34)
AGELESS: Elves do not age, nor do they die, unless wounds, grief or some artifice of the Enemy takes hold of them and ends their existence in Middle-Earth.
SWIFT HEALING: Elves heal their wounds at double the normal rate (C&C PH p.120). Furthermore, they are not affected by normal illnesses and diseases.
COMFORT: Elves feel no discomfort under extreme temperatures (both cold and hot) and they suffer no ill effects from them.
SENSE POWER (Wisdom): Elves can sense the presence of power, evil, ancient tragedies and the subtle menace of the Shadow.
LIGHFOOTEDNESS: Elves can walk on fragile surfaces as snow, unbent grass and narrow branches without difficulty.
GHOST-SCORN: The ghosts of Men hold no terror for the Elves, who are immune to the fear and aging effects that they create (C&C M&T p.38; actually, this is not a new ability, but for some reason it is not listed explicitly in the C&C PHB).
THE ART: Elves possess magical qualities though they do not think of them in those terms. These are simple, natural abilities used for creation and joy, not domination and power over things and creatures. They receive a +2 bonus to all magic-related checks, e.g. for casting spells (q.v.), saving throws and whatever the CK deems magic-related.
Furthermore, whatever their class, Elves can create magic items of minor power (up to a +1 bonus or equivalent), as a wizard or cleric of the same level (C&C M&T p.87). The CK has final authority over what an Elf can do with this ability.
The Noldor (High Elves)
INNER LIGHT: Because the Noldor have lived among the Valar across the sea, against both the Seen and the Unseen they have great power. They receive a +4 bonus on all checks to resist or oppose the power of the Shadow: resisting the fear of the Nazgul, intimidate Saurons servants, saving against sorcery effects etc.
NOLDORIN LORE: Noldor are renowned for their love of lore and the arts of making. They receive a +2 bonus to any smithcraft (involving the work of metal and the rare art of gem crafting) and lore-based checks.
ATTRIBUTE MODIFIERS: +1 Intelligence, -1 Constitution
LANGUAGES: Sindarin, Westron (Common). Their ancestral tongue, Quenya, is used only for preservation of lore and nostalgic expressions of longing for the West.
BARD MODIFIER: +2 decipher script, +2 legend lore
MAGICIAN MODIFIER: +2 decipher script, +2 legend lore
The Sindar (Grey Elves)
MUSICAL GIFTS (Charisma): Grey Elves are renowned for their gifts of music and song. They receive a +2 bonus for checks involving artistic performances like singing, playing, poetry etc.
ATTRIBUTE MODIFIERS: +1 Charisma, -1 Constitution
LANGUAGES: Sindarin, Sylvan, Westron (Common)
BARD MODIFIER: +2 exalt
The Sylvan Elves (Wood Elves)
WOODSY (Wisdom): The Sylvan Elves are particularly adept at living in the woods. They receive a +2 bonus to Survival and Track checks.
ATTRIBUTE MODIFIERS: +1 Wisdom, -1 Constitution
LANGUAGES: Sylvan, Sindarin, Westron (Common)
RANGER MODIFIER: +2 survival, +2 track
The Hobbits
Hobbits are treated as C&C Halflings (C&C PH p.35) with the following modifications:
- remove Duskvision
- Fearless: the saving throw bonus applies even to checks to resist Corruption (q.v.)
- the age limit is 2d20 (C&C PH p.31)
They gain the following racial traits and abilities:
SURE AT THE MARK: They receive a +1 bonus to hit with thrown and ranged weapons.
SIX MEALS A DAY (Wisdom): Hobbits are renowned for their love of food. They receive a +2 bonus to all checks involving cooking, food etc. (even to identify if it is spoiled or poisoned).
LANGUAGES: Westron (Common) with some Hobbit words specific to themselves.
The Men
They are treated as C&C Humans (C&C PH p.37), although different races are recognized.
They gain the following racial traits and abilities:
THE DOMINION OF MAN: Men receive an extra point of Courage (q.v.) since they can readily turn their powers to any task that confronts them.
The Dunedain
These are the Men descended from the Edain who were given the island of Numenor, but who later returned to Middle-earth. They founded the realms of Arnor and Gondor, and rule Gondor still.
Some Dunedains, known as the Black Numenoreans, went to live in the East and South, where they founded realms among the lesser Men and became followers of Sauron.
ATTRIBUTE CHECK MODIFICATION: Due to their civilization and ancient heritage, Dunedain characters are allowed to choose one secondary attribute for which they gain a +2 bonus to all attribute checks. Note that they are still allowed to choose three primary attributes as Humans.
LONG LIVED: Add 35 years to each age category (C&C PH p.31). Some rare individuals of exceptionally pure blood (like Aragorn Elessar) live much longer than usual. There is a 1% chance that their age limit is 2d100.
Often, after reaching the venerable age category, before their mind and body fail, the Dunedain willingly choose to die.
LANGUAGES: Westron (Common), Sindarin
The Middle People
These Men did not go to Numenor during the First Age.
The Rohirrim, most Men of Gondor and Eriador and other Men of the North, the Beornings and the Dunlendings are all Middle Men.
LANGUAGES: Westron (Common), and sometimes local languages (e.g. Rohirric)
Men of Darkness
These Men came late to Beleriand, and are not descended from one of the Three Houses. For the most part, they fell under the dominion of Morgoth and, later, Sauron.
The Easterlings, the Wainriders, the Balchoth, the Haradrim (Southrons) and the Variags of Khand are all Men of Darkness. The Men of Gondor refer to them as wild.
LANGUAGES: Westron (Common), and various local languages
Wild Men
Some races of Men, properly called Wild, live rudely in the wilds with strange customs and speeches. They include the Druedain (Woses) living in the forests of Anorien and Druwaith Iaur, and the Lossoth (the Snowmen of Forochel) who inhabit the Northern Waste.
PRIMARY ATTRIBUTES: Due to their rude lifestyles, they have at least on physical primary attribute.
LANGUAGES: Westron (Common), and various local languages
Half-elves
Only three times in the recorded history of Middle-earth have Men joined with Noldor, or Sindar of high rank, and the histories of those unions and their offspring are well known.
It is strongly suggested that Half-elves are not used as PCs, to avoid reducing the historical impact of figures like Elrond or Elros. Even the introduction of Half-elves NPCs should be done with care.
If the CK decides otherwise, Half-elves can be treated as C&C Half-elves (C&C PH p.35) without any modifications, except to note that Half-elves (whatever their dominating lineage) can choose to live according to the Elven way, in which case they become immortal. Otherwise, their life follows the standard age categories (C&C PH p.31).
Half-orcs
Through some foul means, Saruman (and perhaps Sauron as well) found a way to breed Orcs with Men, creating a mongrel race of Men with some Orc features and with Orc wickedness in their hearts.
It is strongly suggested that Half-orcs are not used as PCs. In Middle-earth, Orcs and similar races are not outcasts, they choose Evil, and this affects their nature.
THE FREE PEOPLES
The Dwarves (Khazad)
as C&C Dwarves (C&C PH p.32) with the following modifications
- remove Deepvision
- remove Defensive Expertise
- all age categories and age limit are halved (C&C PH p.31)
They gain the following racial traits and abilities:
ANIMAL AVERSION: Dwarves do not get well with animals, so they suffer a -2 penalty to all checks relating to animals (e.g. ride, befriending etc.)
FIRESTARTING: Dwarves have great skill in starting fires, even in rainy weather.
SMITHCRAFT (Wisdom): Dwarves practice their crafts obsessively and possess many secrets of making that are unknown to other people. They receive a +2 to all checks relating to smithcraft (creation of swords, armour and delicate works of beauty).
LANGUAGES: Khuzdul, Westron (Common)
The Elves (Eldar)
They are divided into three races: Noldor, Sindar and Sylvan Elves. Since they are not balanced against the other races (in the works of Tolkien they are depicted as vastly superior to all other Free People), the CK may not want to allow them as PC races. Alternatively, he may require that double or triple experience points must be earned to reach second level.
All three elven races have the same characteristics of C&C Elves (C&C PH p.33) with the following modifications:
- Remove Twilight Vision
- Remove Weapon Training
- Enhanced Senses: the range of vision is 10 leagues (30 miles)
- They are as tall as Men, sometimes taller, though they are of slighter build and greater grace
- The attribute modifiers depend on the elven subrace
They gain the following racial traits and abilities:
ANIMAL EMPATHY: as C&C Gnome (C&C PH p.34)
AGELESS: Elves do not age, nor do they die, unless wounds, grief or some artifice of the Enemy takes hold of them and ends their existence in Middle-Earth.
SWIFT HEALING: Elves heal their wounds at double the normal rate (C&C PH p.120). Furthermore, they are not affected by normal illnesses and diseases.
COMFORT: Elves feel no discomfort under extreme temperatures (both cold and hot) and they suffer no ill effects from them.
SENSE POWER (Wisdom): Elves can sense the presence of power, evil, ancient tragedies and the subtle menace of the Shadow.
LIGHFOOTEDNESS: Elves can walk on fragile surfaces as snow, unbent grass and narrow branches without difficulty.
GHOST-SCORN: The ghosts of Men hold no terror for the Elves, who are immune to the fear and aging effects that they create (C&C M&T p.38; actually, this is not a new ability, but for some reason it is not listed explicitly in the C&C PHB).
THE ART: Elves possess magical qualities though they do not think of them in those terms. These are simple, natural abilities used for creation and joy, not domination and power over things and creatures. They receive a +2 bonus to all magic-related checks, e.g. for casting spells (q.v.), saving throws and whatever the CK deems magic-related.
Furthermore, whatever their class, Elves can create magic items of minor power (up to a +1 bonus or equivalent), as a wizard or cleric of the same level (C&C M&T p.87). The CK has final authority over what an Elf can do with this ability.
The Noldor (High Elves)
INNER LIGHT: Because the Noldor have lived among the Valar across the sea, against both the Seen and the Unseen they have great power. They receive a +4 bonus on all checks to resist or oppose the power of the Shadow: resisting the fear of the Nazgul, intimidate Saurons servants, saving against sorcery effects etc.
NOLDORIN LORE: Noldor are renowned for their love of lore and the arts of making. They receive a +2 bonus to any smithcraft (involving the work of metal and the rare art of gem crafting) and lore-based checks.
ATTRIBUTE MODIFIERS: +1 Intelligence, -1 Constitution
LANGUAGES: Sindarin, Westron (Common). Their ancestral tongue, Quenya, is used only for preservation of lore and nostalgic expressions of longing for the West.
BARD MODIFIER: +2 decipher script, +2 legend lore
MAGICIAN MODIFIER: +2 decipher script, +2 legend lore
The Sindar (Grey Elves)
MUSICAL GIFTS (Charisma): Grey Elves are renowned for their gifts of music and song. They receive a +2 bonus for checks involving artistic performances like singing, playing, poetry etc.
ATTRIBUTE MODIFIERS: +1 Charisma, -1 Constitution
LANGUAGES: Sindarin, Sylvan, Westron (Common)
BARD MODIFIER: +2 exalt
The Sylvan Elves (Wood Elves)
WOODSY (Wisdom): The Sylvan Elves are particularly adept at living in the woods. They receive a +2 bonus to Survival and Track checks.
ATTRIBUTE MODIFIERS: +1 Wisdom, -1 Constitution
LANGUAGES: Sylvan, Sindarin, Westron (Common)
RANGER MODIFIER: +2 survival, +2 track
The Hobbits
Hobbits are treated as C&C Halflings (C&C PH p.35) with the following modifications:
- remove Duskvision
- Fearless: the saving throw bonus applies even to checks to resist Corruption (q.v.)
- the age limit is 2d20 (C&C PH p.31)
They gain the following racial traits and abilities:
SURE AT THE MARK: They receive a +1 bonus to hit with thrown and ranged weapons.
SIX MEALS A DAY (Wisdom): Hobbits are renowned for their love of food. They receive a +2 bonus to all checks involving cooking, food etc. (even to identify if it is spoiled or poisoned).
LANGUAGES: Westron (Common) with some Hobbit words specific to themselves.
The Men
They are treated as C&C Humans (C&C PH p.37), although different races are recognized.
They gain the following racial traits and abilities:
THE DOMINION OF MAN: Men receive an extra point of Courage (q.v.) since they can readily turn their powers to any task that confronts them.
The Dunedain
These are the Men descended from the Edain who were given the island of Numenor, but who later returned to Middle-earth. They founded the realms of Arnor and Gondor, and rule Gondor still.
Some Dunedains, known as the Black Numenoreans, went to live in the East and South, where they founded realms among the lesser Men and became followers of Sauron.
ATTRIBUTE CHECK MODIFICATION: Due to their civilization and ancient heritage, Dunedain characters are allowed to choose one secondary attribute for which they gain a +2 bonus to all attribute checks. Note that they are still allowed to choose three primary attributes as Humans.
LONG LIVED: Add 35 years to each age category (C&C PH p.31). Some rare individuals of exceptionally pure blood (like Aragorn Elessar) live much longer than usual. There is a 1% chance that their age limit is 2d100.
Often, after reaching the venerable age category, before their mind and body fail, the Dunedain willingly choose to die.
LANGUAGES: Westron (Common), Sindarin
The Middle People
These Men did not go to Numenor during the First Age.
The Rohirrim, most Men of Gondor and Eriador and other Men of the North, the Beornings and the Dunlendings are all Middle Men.
LANGUAGES: Westron (Common), and sometimes local languages (e.g. Rohirric)
Men of Darkness
These Men came late to Beleriand, and are not descended from one of the Three Houses. For the most part, they fell under the dominion of Morgoth and, later, Sauron.
The Easterlings, the Wainriders, the Balchoth, the Haradrim (Southrons) and the Variags of Khand are all Men of Darkness. The Men of Gondor refer to them as wild.
LANGUAGES: Westron (Common), and various local languages
Wild Men
Some races of Men, properly called Wild, live rudely in the wilds with strange customs and speeches. They include the Druedain (Woses) living in the forests of Anorien and Druwaith Iaur, and the Lossoth (the Snowmen of Forochel) who inhabit the Northern Waste.
PRIMARY ATTRIBUTES: Due to their rude lifestyles, they have at least on physical primary attribute.
LANGUAGES: Westron (Common), and various local languages
Half-elves
Only three times in the recorded history of Middle-earth have Men joined with Noldor, or Sindar of high rank, and the histories of those unions and their offspring are well known.
It is strongly suggested that Half-elves are not used as PCs, to avoid reducing the historical impact of figures like Elrond or Elros. Even the introduction of Half-elves NPCs should be done with care.
If the CK decides otherwise, Half-elves can be treated as C&C Half-elves (C&C PH p.35) without any modifications, except to note that Half-elves (whatever their dominating lineage) can choose to live according to the Elven way, in which case they become immortal. Otherwise, their life follows the standard age categories (C&C PH p.31).
Half-orcs
Through some foul means, Saruman (and perhaps Sauron as well) found a way to breed Orcs with Men, creating a mongrel race of Men with some Orc features and with Orc wickedness in their hearts.
It is strongly suggested that Half-orcs are not used as PCs. In Middle-earth, Orcs and similar races are not outcasts, they choose Evil, and this affects their nature.
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rabindranath72
- Lore Drake
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Some Middle-earth creatures
Here are some of the more common "monsters"
Orcs
Small orcs: Goblins (C&C M&T p.42)
Large orcs: Orcs (C&C M&T p.64)
Uruk-hai: Hobgoblins (C&C M&T p.48)
Trolls
Common trolls: Ogre (C&C M&T p.63), but if exposed to sunlight, it turns to stone.
Etten: Ettin (C&C M&T p.34), but with 4HD; if exposed to sunlight, it turns to stone.
Olog-hai: Ogre (C&C M&T p.63), but with 5HD. If exposed to sunlight, they suffer -1 penalty to hit, AC and damage, unless the will of the Dark Lord holds sway over them, in which case they do not suffer any penalty.
Orcs
Small orcs: Goblins (C&C M&T p.42)
Large orcs: Orcs (C&C M&T p.64)
Uruk-hai: Hobgoblins (C&C M&T p.48)
Trolls
Common trolls: Ogre (C&C M&T p.63), but if exposed to sunlight, it turns to stone.
Etten: Ettin (C&C M&T p.34), but with 4HD; if exposed to sunlight, it turns to stone.
Olog-hai: Ogre (C&C M&T p.63), but with 5HD. If exposed to sunlight, they suffer -1 penalty to hit, AC and damage, unless the will of the Dark Lord holds sway over them, in which case they do not suffer any penalty.
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PhreakinDeacon
- Henchman
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Lookin' good. I've recently had a resurgence in wanting to game in Middle Earth. I was initially considering running it through WHFRP 2e. I wanted to run Silmarillion-era (easier to "make your own name" in than the War of the Ring, IMHO), but that's just me. When this is done, I'll definitely be checking it out.
Antonio, great work! Can't wait to see the rest.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Castles & Crusades: What 3rd Edition AD&D should have been.
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House Rules & Whatnots
My Game Threads
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- Omote
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*bump*
rabindranath72, I know it's only been a week or so, but have you put any additional thought into this sourcebook? The reason I ask is that I've been trying to get my own Middle-Earth campaign run for so long now, and my rules/conversions (in hindsight) are total garbage compared to what you've already posted. For some reason, I just can't get Middle-Earth down when it comes to conversions. When you posted here, it got me excited about trying to run a Middle-Earth game again.
Not that you even need to consider my plea in the least, but just trying to get an idea if you plan on continuing the work you've previewed here.
Thank your for your time.
............................................Omote
FPQ
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rabindranath72, I know it's only been a week or so, but have you put any additional thought into this sourcebook? The reason I ask is that I've been trying to get my own Middle-Earth campaign run for so long now, and my rules/conversions (in hindsight) are total garbage compared to what you've already posted. For some reason, I just can't get Middle-Earth down when it comes to conversions. When you posted here, it got me excited about trying to run a Middle-Earth game again.
Not that you even need to consider my plea in the least, but just trying to get an idea if you plan on continuing the work you've previewed here.
Thank your for your time.
............................................Omote
FPQ
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Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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rabindranath72
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Omote wrote:
*bump*
rabindranath72, I know it's only been a week or so, but have you put any additional thought into this sourcebook? The reason I ask is that I've been trying to get my own Middle-Earth campaign run for so long now, and my rules/conversions (in hindsight) are total garbage compared to what you've already posted. For some reason, I just can't get Middle-Earth down when it comes to conversions. When you posted here, it got me excited about trying to run a Middle-Earth game again.
Not that you even need to consider my plea in the least, but just trying to get an idea if you plan on continuing the work you've previewed here.
Thank your for your time.
............................................Omote
FPQ
Hello!
I am sorry for "throwing the stone" without following with my promise!
Unfortunately, Real Life got in the middle of things, and academic work is not exactly the best for free time.
Also, I am still working on the new version of the Dragonlance sourcebook, and I have nearly finished an Hyborian Age sourcebook for Castles & Crusades.
Returning to Middle Earth; I have lots of notes scribbled on paper, which I must find the time to put on the PC.
Mostly, they regard magic. Essentially, I setup two systems, both of which use the "core" ideas that:
1) magic can be divided into "sanctioned" and "unsanctioned" types (as Tolkien said).
2) magic is approached and "perceived" in different ways by different races. Fundamentally, we have a "learned" approach and an "innate" approach.
The first system practically uses the core C&C classes, and it is the simplest. The second system introduces a specialized spellcaster class and some other features. But both of them work on the same above principles.
Anyway, thanks for your interest!
Hope to return soon.
Cheers,
Antonio
- Omote
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Antonio, you tease! 8)
Thank you for your response, I appreciate it.
........................................Omote
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Thank you for your response, I appreciate it.
........................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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rabindranath72
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Ok guys, it's still not the complete sourcebook, but I managed to at least write the magic system for Middle-earth. Here it is, the "simpler" (and preferred) form. Please note that, as far as the writings of Tolkien go, magic is described in so loose terms that practically any spellcasting model will fit. With the exception of a few clear "landmark", I think that the field is completely open to interpretation. I also think that it is not quite safe to assume that all spellcasters "work" like Gandalf or Saruman, since Tolkien himself said that the Istari were "special", and I think that they are best handled as "monsters". This said, enjoy!
WORDS OF POWER AND RUNES OF MIGHT
That magic exists in the form of spells, and that it is practiced by different races, we learn from the words of Gandalf: I once knew every spell in all tongues of Elves or Men or Orcs, that was ever used for such a purpose. I can still remember ten score of them
Different races perceive and use magic in different ways. Elven magic often manifests through songs and special abilities. Men regard magic as a body of lore, as something to study and learn. Dwarves see magic as a tool to aid in their crafts. Orcs use magic mainly to harm and slay. Hobbits do not seem to practice magic at all.
Although spellcasters are rare and often secretive, there exists in Middle-earth a strong tradition of magical practice.
Aspects of magic
Magic in Middle-earth is divided into two types, which represent its sanctioned and unsanctioned use: wizardry and sorcery. Most spells and magical powers are considered wizardry.
Wizardry effects can range from the mundane to the spectacular, but they have two traits in common: they do not alter or destroy the order of nature, nor directly harm, physically or mentally, any living being.
Sorcery is a dark, evil and foul form of magic primarily practiced by the Enemy and his servants such as the Witch-King of Angmar and the Mouth of Sauron. Sorcery, by its very nature, corrupts and twists its users. The Wise and heroes avoid it at all costs. Its essence lies in the domination and subjugation of others, in terror, violence and harm. Any spell which subverts the order of nature, or which directly targets a living being and whose effect is to harm in some way, physically or mentally, is considered sorcery.
When giving access to spells, the CK should look at the spell description, and decide whether it is a wizardry or sorcery effect. Spells like "inflict light wounds" and "command" are decidedly sorcery effects (they hurt and bend the will, respectively), while "burning hands", despite producing damage, is wizardry, since it is not explicitly targeted at a living being and can be used also for other purposes.
Effects of sorcery
Beside the normal spell effect, sorcery has adverse effects upon the caster. Each time a character learns a sorcery spell, a Corruption point is acquired (no saving throw).
Each time a sorcery spell is used, a Charisma saving throw must be made (CL=level of the spell) or a Corruption point is acquired.
Nonexistent spells
Here are some spells which are considered not appropriate to a Middle-earth campaign, since their effects are too flashy (e.g. creation of matter out of thin air), grossly violate the physical laws (e.g. flight or levitation without propulsion; teleportation) or are not consistent with the setting (e.g. summoning of creatures from other planes of existence). As always, the CK is the final arbiter over the spells which are allowed.
Create water, speak with dead, spiritual weapon, create food and water, air/water walk, dismissal, tongues, commune, ethereal jaunt, plane shift, raise dead, banishment, blade barrier, wind walk, word of recall, refuge, regenerate, resurrection, summon planar ally, astral projection, soul bind, trap the soul, true resurrection, meld into stone, water breathing, reincarnate, transport via plants, wall of stone, wind walk, regenerate, word of recall, astral projection, summon elemental swarm, comprehend languages, feather fall, floating disk, jump, unseen servant, invisibility, levitate, rope trick, web.
Learned and innate spell casters
Broadly speaking, there are two approaches to magic practice, either through study and learning, or through innate connection with E, the Creation.
Learned spellcasters
The first approach is mostly practiced by Men and Dwarves, who study long and hard by researching spells with the aid of libraries filled with books and scrolls.
The Wizard and Illusionist classes are examples of learned spellcasters. It should be noted that Illusionists often practice sorcery, since most of their spells ply the minds of creatures and twist their desires and perceptions, things which are classified as unsanctioned use of magic.
Innate spellcasters
The second approach is usually the province of Elves, who have strong ties with Creation, Nature and the Valar. Some Men, in particular the Druedain and the Beornings, still maintain close contact with Nature, so even they can manifest innate spellcasting powers. Other races of Men and Orcs who have strong ties with the Shadow are capable of accessing its corrupting nature by the direct influence of Sauron.
The Cleric and Druid classes are examples of innate spellcasters.
It should be noted that the standard class names are not used. A spellcaster is simply called a magician, wizard or sorcerer, whatever his access to magic is.
Spellcasting methods
While all spells require in some forms words of command, gestures and material components, their effects can be altered by casting them through runes and songs of power. Every spellcaster can attempt to cast a known spell by using these alternate methods, given enough time.
Runes
A spellcasting method often used by Dwarves, employing runes involves drawing, etching or engraving symbols of power onto or into an object the caster wishes to protect or use. Because of this requirement not all spells can be cast in this way (most notably attacks spells), as there would be nothing for the caster to grave the rune upon. Casting a spell this way requires much more time than normal, but the effects last longer. The casting time is equal to double the standard casting time of the spell, or one minute, whichever is longer. During this time the spellcaster must write the runes on the affected object or thing. After the casting time has elapsed, a dexterity saving throw must be done (CL=level of the spell). If the check fails, the spell is wasted. The duration of the spell increases by 50%.
Songs of Power
Elven spellcasters often favour the use of Songs of Power to enhance their spells. Casting a spell this way requires much more time than normal, but the effects are stronger. The casting time for sung spells is equal to double the standard casting time of the spell, or one minute, whichever is longer. During this time the spellcaster must sing. After the casting time has elapsed, a charisma saving throw must be done (CL=level of the spell). If the check fails, the spell is wasted. Any spell effects are increased by 50%.
WORDS OF POWER AND RUNES OF MIGHT
That magic exists in the form of spells, and that it is practiced by different races, we learn from the words of Gandalf: I once knew every spell in all tongues of Elves or Men or Orcs, that was ever used for such a purpose. I can still remember ten score of them
Different races perceive and use magic in different ways. Elven magic often manifests through songs and special abilities. Men regard magic as a body of lore, as something to study and learn. Dwarves see magic as a tool to aid in their crafts. Orcs use magic mainly to harm and slay. Hobbits do not seem to practice magic at all.
Although spellcasters are rare and often secretive, there exists in Middle-earth a strong tradition of magical practice.
Aspects of magic
Magic in Middle-earth is divided into two types, which represent its sanctioned and unsanctioned use: wizardry and sorcery. Most spells and magical powers are considered wizardry.
Wizardry effects can range from the mundane to the spectacular, but they have two traits in common: they do not alter or destroy the order of nature, nor directly harm, physically or mentally, any living being.
Sorcery is a dark, evil and foul form of magic primarily practiced by the Enemy and his servants such as the Witch-King of Angmar and the Mouth of Sauron. Sorcery, by its very nature, corrupts and twists its users. The Wise and heroes avoid it at all costs. Its essence lies in the domination and subjugation of others, in terror, violence and harm. Any spell which subverts the order of nature, or which directly targets a living being and whose effect is to harm in some way, physically or mentally, is considered sorcery.
When giving access to spells, the CK should look at the spell description, and decide whether it is a wizardry or sorcery effect. Spells like "inflict light wounds" and "command" are decidedly sorcery effects (they hurt and bend the will, respectively), while "burning hands", despite producing damage, is wizardry, since it is not explicitly targeted at a living being and can be used also for other purposes.
Effects of sorcery
Beside the normal spell effect, sorcery has adverse effects upon the caster. Each time a character learns a sorcery spell, a Corruption point is acquired (no saving throw).
Each time a sorcery spell is used, a Charisma saving throw must be made (CL=level of the spell) or a Corruption point is acquired.
Nonexistent spells
Here are some spells which are considered not appropriate to a Middle-earth campaign, since their effects are too flashy (e.g. creation of matter out of thin air), grossly violate the physical laws (e.g. flight or levitation without propulsion; teleportation) or are not consistent with the setting (e.g. summoning of creatures from other planes of existence). As always, the CK is the final arbiter over the spells which are allowed.
Create water, speak with dead, spiritual weapon, create food and water, air/water walk, dismissal, tongues, commune, ethereal jaunt, plane shift, raise dead, banishment, blade barrier, wind walk, word of recall, refuge, regenerate, resurrection, summon planar ally, astral projection, soul bind, trap the soul, true resurrection, meld into stone, water breathing, reincarnate, transport via plants, wall of stone, wind walk, regenerate, word of recall, astral projection, summon elemental swarm, comprehend languages, feather fall, floating disk, jump, unseen servant, invisibility, levitate, rope trick, web.
Learned and innate spell casters
Broadly speaking, there are two approaches to magic practice, either through study and learning, or through innate connection with E, the Creation.
Learned spellcasters
The first approach is mostly practiced by Men and Dwarves, who study long and hard by researching spells with the aid of libraries filled with books and scrolls.
The Wizard and Illusionist classes are examples of learned spellcasters. It should be noted that Illusionists often practice sorcery, since most of their spells ply the minds of creatures and twist their desires and perceptions, things which are classified as unsanctioned use of magic.
Innate spellcasters
The second approach is usually the province of Elves, who have strong ties with Creation, Nature and the Valar. Some Men, in particular the Druedain and the Beornings, still maintain close contact with Nature, so even they can manifest innate spellcasting powers. Other races of Men and Orcs who have strong ties with the Shadow are capable of accessing its corrupting nature by the direct influence of Sauron.
The Cleric and Druid classes are examples of innate spellcasters.
It should be noted that the standard class names are not used. A spellcaster is simply called a magician, wizard or sorcerer, whatever his access to magic is.
Spellcasting methods
While all spells require in some forms words of command, gestures and material components, their effects can be altered by casting them through runes and songs of power. Every spellcaster can attempt to cast a known spell by using these alternate methods, given enough time.
Runes
A spellcasting method often used by Dwarves, employing runes involves drawing, etching or engraving symbols of power onto or into an object the caster wishes to protect or use. Because of this requirement not all spells can be cast in this way (most notably attacks spells), as there would be nothing for the caster to grave the rune upon. Casting a spell this way requires much more time than normal, but the effects last longer. The casting time is equal to double the standard casting time of the spell, or one minute, whichever is longer. During this time the spellcaster must write the runes on the affected object or thing. After the casting time has elapsed, a dexterity saving throw must be done (CL=level of the spell). If the check fails, the spell is wasted. The duration of the spell increases by 50%.
Songs of Power
Elven spellcasters often favour the use of Songs of Power to enhance their spells. Casting a spell this way requires much more time than normal, but the effects are stronger. The casting time for sung spells is equal to double the standard casting time of the spell, or one minute, whichever is longer. During this time the spellcaster must sing. After the casting time has elapsed, a charisma saving throw must be done (CL=level of the spell). If the check fails, the spell is wasted. Any spell effects are increased by 50%.
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jamesmishler
- Ulthal
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Looks like you are off to a good start!
One minor point, though, is that you listed invisibility as an off-limits spell. Considering that Gandalf knew about Bilbo's ring of invisibility, and did not consider it odd, I'd say invisibility certainly exists in some fashion, even improved invisibility. If only the One Ring had such an ability, it would have been a dead giveaway...
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One minor point, though, is that you listed invisibility as an off-limits spell. Considering that Gandalf knew about Bilbo's ring of invisibility, and did not consider it odd, I'd say invisibility certainly exists in some fashion, even improved invisibility. If only the One Ring had such an ability, it would have been a dead giveaway...
_________________
James Mishler
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jamesagp1@gmail.com
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http://jamesmishler.blogspot.com
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rabindranath72
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jamesmishler wrote:
Looks like you are off to a good start!
One minor point, though, is that you listed invisibility as an off-limits spell. Considering that Gandalf knew about Bilbo's ring of invisibility, and did not consider it odd, I'd say invisibility certainly exists in some fashion, even improved invisibility. If only the One Ring had such an ability, it would have been a dead giveaway...
Yes, I did so since I think that invisibility is a great and fabulous power, best left for magic items. IIRC (must check) Gandalf does not find odd that Bilbo has a ring of invisibility, possibly meaning that it is a magic item power. Then again, what Gandalf does not find odd does not tell us much, considering his experience and age.
In any case, as I said, every CK is free to adapt as best as he wishes. Mine were only suggestions.
Anyway, thanks for the comment!
Cheers,
Antonio
- Omote
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A fabulous way of presenting magic in Middle-Earth is from multiple perspectives. A great idea.
................................................Omote
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................................................Omote
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- Breakdaddy
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rabindranath72
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- Omote
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*bump*
I'm just sayin'
.........................................................Omote
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I'm just sayin'
.........................................................Omote
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irda ranger
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rabindranath72
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irda ranger wrote:
He said Clerics & Druids are innate spellcasters.
Yes. Since Tolkien was a bit (to say the least) vague about how magic works in middle earth, I guess one can go however he pleases, as long as the (few) "guidelines" set by Tolkien are followed. It turns out that the C&C classes can be easily used, provided that appropriate flavor is given.
Cheers,
Antonio