Mechanics
Herbs with a rarity of 0 may be found by scavenging for herbs.
Roll a d12 on the Replaced Spells list when foraging for herbs to gain the associated herb. Those with special knowledge may roll a larger die. Rarer herbs must usually be found by questing, but may occasionally be available for purchase.
Cost
Herb Level | Baseline Cost |
---|---|
0 | 100 GP |
1 | 200 GP |
2 | 600 GP |
3 | 800 GP |
4 | 1000 GP |
Replaced Spells
Key
Rarity - Spell Name - Duration - Save - Effect1. 0 - Bless
1 min/lvl - SV no
-+1 hit/+1 save VS fear. Opposite is Bane.
2. 0 - Cure Light Wounds
Perm - SV Wis
½ dmg Heal for 1d8/3 lvls (max 4d8). Hurt undead, get Wis save.
3. 0 - Detect Alignment
10 min/lvl - SV no
Concentrate for 1 round in direction and sense alignment specified in range.
4. 0 - Invisibility to Undead
10 min/lvl - SV Int neg
Invisible until ends/attack/cast buff/attack spell. Those attacking suffer -8 at roll. Intelligent undead get save.
5. 0 - Protection from Alignment
3 rnd/lvl - SV no
-+2 AC/Saves against chosen alignment. Protects against possession as well.
6. 0 - Purify Food & Drink
Perm - SV no
Make food eatable.
7. 0 - Remove Fear
Special - SV no
-+4 to save effects. If already Feared get another save at +1.
8. 0 - Sanctuary
1rnd lvl - SV special
Warded character can’t attack or cast offensive spells or ends. Attackers must make Wis save or can’t attack warded char.
9. 0 - Turn Undead - Salt
Perm - SV no
Repel undead of HD equal to the character's level+1. Roll 2d6 to determine the number of undead turned, with a minimum of 1. Turned undead will attempt to leave the area. Undead with the lowest HD are affected first.
10. 0 - Detect Magic
1 min/lvl - SV no
Concentrate for 1 round in direction to sense magic in varying degrees of strength. Passes through thin barriers.
11. 0 - Detect Poison
10 min/lvl- SV no
Detect whether one target has been poisoned/is poisonous.
12. 0 - Endure Elements
24 hours- SV no
Ignore intense weather conditions.
13. 0 - Command
1 rnd - SV Chr negOne word command, 1 creature/2lvls. Can reverse magical effects like Sleep.
14. 1- Detect Undead
1 min/lvl - SV no
Concentrate for 1 round in direction to sense undead. Passes through thin barriers.
15. 1 - Resist Elements
1 min/lvl - SV no
-+2 save against specified element.
16. 2 - Augery
Instant - SV no
Find out if particular actions have good/bad consequences. 70 + 1%/lvl chance for answer. Events up to 30 min seen.
17. 2 - Consecrate
2 hrs/lvl - SV no
Holy land - +3 Turn undead/+1 VS fear. Undead suffer -1 to all rolls. Opposite is Bane.
18. 2 - Delay Poison
1 hr/lvl - SV Con neg
Cannot be affected by poison during spell duration.
19. 2 - Hold Person
1rnd/lvl - SV Wis neg
Hold person physically in place. Can do mental shit.
20. 2 - Remove Paralysis
Special - SV no
Removes magical or non magical paralysis.
21. 3 - Dispel Magic
1d6 rnd - SV no
Suppresses magic for 1d6 rounds in 60ft radius
22. 3 - Remove Blindness/Deafness/Curse/Disease
Perm - SV no
Specify which one you are removing. One effect per casting.
23. 4 - Neutralize Poison
Perm - SV Con neg
Stops poison and temp effects (but not ones that have already happened). Can be used on poisonous creatures.
24. 4 - Restoration
Perm - SV no
Restores 1 level lost by level drain (not death). Restores ability scores affected by temporary drain, but not perm.
This is great! I'm surprised nobody else has talked about it. (Although Throne of Salt used it here: https://throneofsalt.blogspot.com/2018/07/banner-saga-in-osr.html
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