Subject: MYSTARA-L Digest - 16 Nov 2001 to 17 Nov 2001 (#2001-316) From: Automatic digest processor Date: 18/11/2001, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 6 messages totalling 578 lines in this issue. Topics of the day: 1. Good and Evil (2) 2. About NW (2) 3. New Vampire Powers, Weaknesses and Spells (2) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ---------------------------------------------------------------------- Date: Sat, 17 Nov 2001 02:00:17 -0700 From: Angelo Bertolli Subject: Re: Good and Evil I see MacGregor as evil in ambition/deed, but on a grand scale. Not individually selfish. A good diplomat. (I don't know how much sense that makes) > !!!??? Does anyone see either of these two as NOT evil? I tend to > see most NPCs as a fuzzy neutral, but even I would have admitted that > Morphail and MacGregor are definitely evil. ------------------------------ Date: Tue, 13 Nov 2001 09:37:09 +0100 From: Eijerzz * Subject: About NW I would like to know what I have to do to write an almanac about NW. let me know. Eij _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com ------------------------------ Date: Sat, 17 Nov 2001 18:41:39 +0000 From: Gilles Leblanc Subject: New Vampire Powers, Weaknesses and Spells Compatible with : OD&D, AD&D 2E ( if you want to convert it to 3E please go ahead ) This is the first part of an article dealing with vampires in Mystara. This part details new vampire powers, weaknesses and spells ( which have already been posted to the list earlier ). The second part will create vampiric bloodlines, templates or vampires using these powers. Exampe : Traladaran Vampires, Alphatian Vampires. If anyone want to create vampires using these powers I would extremely appreciate it if they would post them on the list so I could blantantly steal them for my own campaign :) As this has taken me 3 days to create I do not known when the sample vampires will be posted. ======================================================================= Vampires in Mystara Part I -------------------------- Normal OD&D Vampire : Normal Vampire Powers : Resist Sleep, Charm and Hold Spell Change into Gaseous Form, Dire Wolf, Giant Bat Regenaration outside coffin Energy Drain Touch Charm Gaze Summon Creatures Normal Vampire Weakness : Repulsed by holy symbol Repeled by garlic Cannot cross running water Can be staked Hurt by sunlight Normal AD&D 2E Vampire : Normal Vampire Powers : Exceptional Strenght Regenaration outside coffin +1 or better weapon to hit Charm Gaze Energy Drain Touch Resist Sleep, Charm and Hold Spell Immune to poison and paralysis Change into Gaseous Form Shapechange into Large Bat Summon Creatures Spider Climb at will Normal Vampire Weakness : Repulsed by lawful good holy symbol Repeled by garlic Cannot cross running water Can be staked Hurt by sunlight Offended by mirrors Need an invitation to enter a residence Vampire Powers which cannot be altered : Resist Sleep, Charm and Hold Spell Immune to poison and paralysis New vampire powers: These new vampire powers can be switched for any power which is not listed in the Vampire Powers which cannot be altered list and which are not the new power base power. For exemple Terrible Might cannot replace Exceptional Strength as it is base upon it, and could in fact be considered an upgrade. Vampires customize with these skills still retain the same number of power and could thus give the same amount of XP. Altough this is for the DM to decide. Terrible Might Base: Exceptional Strenght in AD&D 2E, None in OD&D Description: The vampire is exceptionnally strong, even for one of the undead. This vampire gains an additional + 2 to damage when attacked with claws, fists or melee weapons. In 2E the vampire has a strength of 19. Extra Sensory Powers Base: None Description: This power gives the vampire extremely heightned sense. This gives the vampire a +2 bonus to all surprise roll and the ability to Detect Noise at 85% as per a thief. Exceptional Resistance Base: Regenaration outside coffin, +1 or better weapon to hit Description: This power makes the vampire extremely tough, able to shake off most hits. This power gives the vampire lowers the vampire AC by 2. Extreme Resistance Base: Exceptional Resistance Description: A vampire with extreme resistance is hard as stone and receives another 2 points reduction of AC. Also he gains a +1 bonus to all saving throws. Magnetic Personality Base: Charm Gaze Description: This vampire is not only extremely charismatic but also extremely alluring. All victims of the vampire charm attack receives an additional -3 penality on their saving throw. Vampiric Stealth Base: None Description: A vampire with vampiric stealth is not only able to move about very silently but is a master at hiding. His power to meld with shadows is in fact magical. A vampire with vampiric stealth has a Hide in Shadows skill of 95% and if this vampire type is not normally capable of walking utterly silently he also receives the thief skill Move Silently at 95%. Enemies attacked by a vampire with vampiric stealth receive a -2 penality on their surprise rolls. Dimensional Movement Base: None Description: A vampire with dimensional movement is able to open a Dimension Door ( as per the spell ). The point of entry and arrival of the spell must either be in darkness or in heavy shadows. Only the vampire can use the Dimension Door. Illusionist Base: None Description: A vampire with Illusionist has a natural ability to influence the mind of those around him. Thus he is able to create a phantasmal force as per the wizard spell 3 times per day. Additionally the vampire receive a +1 bonus to all saving throws to disbeleive illusions. Fast Regeneration Base: Regenaration outside coffin Description: A vampire with Fast Regeneration is able to regenerate any wounds extremely rapidly. This augment the vampire regenerative rate outside it's coffin by another hit point per round ( to a total of 4 hp per round for a normal vampire ). Summon Stirges Base: Summon Creatures Description: A vampire with summon stirges may also summon 1d4 stirges additionnally to his other creatures. The summon works like his normal summoning spell except that stirges will always come to aid the vampire. These vampires are normally in regular contact with a nest of stirge who tend to lair near the vampire and follow him. Vampiric Familiar Base: Summon Creatures Description: The vampire has a familiar similar to that of a wizard. The vampire is able to see anything it's familiar sees. It also has an empathic bond with the familiar who most always remain within 1 mile of the vampire. If the vampiric familiar dies, the vampire looses 6 hp's which are regenarated normally. When the vampiric familiar is in the vincity of the vampire, the vampire gains a +1 bonus to his surprise rolls and the familiar may detect attackers. The vampiric familiar as the statistics of the it's species except that it has 6 more hit points than those rolled up by the DM and that it had an additional +2 bonus to all attack rolls. The vampire's familiar is a: 1-2 stirge, 3-4 large bat, 5-6 large rat, 7-8 large spider. Poisonous Claws Base: None Description: The vampire's claws are a sickly green color and encrusted with filth. When the vampire successfully strikes a target with it's claw the target must make a saving throw vs. poison at a -2 penality. Those who save against the poison suffer no ill effects. Those who fail their saving throws suffer a -2 penality to their attack rolls for 1d4 hours as the poison makes them sluggish and feverish. Bird Shapes Base: Shapechange into Large Bat for AD&D 2E, Change into Gaseous Form, Dire Wolf, Giant Bat for OD&D Description: This power gives the vampire to shapechange into the following additional shapes to the ones it already knows : Raven, Crow, Vulture. Wolf Shape Base: Shapechange into Large Bat for AD&D 2E, Description: This power allows a AD&D 2E vampire to transform into a dire wolf ( this is only available to OD&D vampires normallly ). Crocodile Shape Base: Shapechange into Large Bat for AD&D 2E, Change into Gaseous Form, Dire Wolf, Giant Bat for OD&D Description: This power allows the vampire to change in the additional form of a normal crocodile. Note that the vampire cannot cross running water and must keep to pools, stagnant swamps and such. Pass Without Traces Base: Summon Creatures Description: A vampire with this ability as a special affinity with nature. When traveling in wooded area he may move unrestricted in bushes, underbrush and other vegetation at his normal movement rate and leave no trail or scent to follow for even the most expert tracker. Fury of the Beast Base: Exceptional Strenght in AD&D 2E Description: A vampire with this skill is capable to call it’s inner beast. When it does so it enters in a sort of beserk fury. When under fury the vampire receives a +1 AC penalty due and +1 penalty to all saving throws due to a lack of self-concern on the vampire’s part. When in fury the vampire gains a +1 bonus on damage and attack rolls. The vampire cannot cast spells or use innate powers when in fury. Fury lasts for 2d4 rounds and can be used 3 times per day by the vampire. Vampiric Speed Base: None Description: A vampire with vampiric speed is able to move very fast. This gives hime a –3 bonus on initiative and a +1 bonus on attack rolls. Create servitors Base: None Description: With this power the vampire is able to create and maintain a group of zombies whose total Hit Dice are equal to his. These zombies are mindless controlled undead who are totally loyal to the vampire. If some of the zombies are destroyed the vampire can create other zombies at a rate of 1 per turn if he has access to enough useable corpses. Fire Magic Base: None Description: The vampire is a master of arcane powers dealing with fire. If the vampire is a spellcaster, most of his spells should be fire-based. A vampire with fire magic is able to augment or diminish any normal fire within 100 feet of him by 50% in size and intensity. This power can be used at will. In addition, 3 times per day the vampire is able to launch a salve of 2 magic missiles which appear as small fiery balls. Corrupting Influence Base: Energy Drain Touch, Charm Gaze Description: This rare and terrible power is posses by few vampiric bloodlines. Vampires with a corrupting influence remove 3 level per energy draining touch instead of the normal 2. Flight Base: None Description: The vampire is imbued with a natural ability to fly. He can fly at a rate of 12 with a maneuverability class of B in AD&D 2E and at a rate of 120’ in OD&D. New Vampire Weaknesses: Here are the vampire weaknesses that can be substituted with one of the new vampire weaknesses. Other vampire weaknesses cannot be altered. Repulsed by holy symbol Repeled by garlic Offended by mirrors Need an invitation to enter a residence When a vampire weakness is incompatible with a power, a vampire who has this weakness cannot also have the incompatible power. The incompatible power can either be a traditional vampire power or a new vampire power. New Weaknesses: Repulsing Incompatible With: Magnetic Personality Description: The vampire has a disgusting appearance. His face has twisted features, his skin is covered in boils and scars and he emits a strong odor. The vampire’s charm gaze does not inflict the traditional –2 penalty on the victim’s saving throw. If the vampire’s charm does not normally inflict a penalty it is made at a +2 bonus by the victim. The vampire cause disgust and people and cannot be seen in public if he is not hidden, disguised or using illusion magic. Even then the vampire’s smell can give him away. Unnatural Creature Incompatible With: Summon Creatures The vampire is an unnatural creature. As such normal animals will either act in a hostile or scared manner towards him. The vampire cannot summon creatures and if he is shape changed into a wolf or bat form, other animals will still either act hostile or afraid. Such a vampire will cause dogs to bark, wolves to howl and horses to neigh. Druids, rangers and foresters can usually sense something is amiss when faced with such a vampire who poses either as a human, bat or other animal form. Weak Aura Incompatible With: Corrupting Influence Description: The vampire has a weak aura of death. As such he only drains 1 level per energy draining touch. Weak Faith Incompatible With: None Description: The vampire does not have faith in himself or fears good immortals. As such any cleric turning the vampire gain a +2 bonus to their roll to determine if the vampire is turned or not. Creature of the Night Incompatible With: None Description: The vampire is a creature of the night. Has such any strong light cause him to be blinded. When fighting under the illumination of a light spell or in a well light area, such as one light by a good lantern, the vampire receives a –2 penalty to all attack rolls due to the light blinding him. Areas illuminated by few torches or mostly shadowy do not impose any penalty on the vampire. New Vampiric Spells: Vampires have devloped their own spells over the centuries. These spells should be rare and seldom known, even by vampires. The DM should be careful not to abuse of them espacially when couple with a power which does the same thing, else they will make the vampire to strong. 1st level Vampiric Alarm OD&D Range : Touch Duration : 1 hour per level Effect : Ward one coffin AD&D 2E ( Abjuration ) Range : Touch Components : V, S Duration : 1 hour per level Casting Time : 1 round Area of effect : One coffin Saving Throw : None This spell can be only be used to ward the vampire's own coffin. When cast the vampire receive a mental alarm when someone or something touches his coffins ( flies and dust should not upset the spell but arrows, poeple, etc. will ). This spell is often cast when a vampire leaves his coffin unguarded when intruders are present in his lair or when the vampire retreats to his coffin to regenerate and suspects he his being followed. Protection from Stakes OD&D Range : Self Duration : 1 day Effect : Help protects the vampire against stakes AD&D 2E ( Abjuration ) Range : 0 Components : V, S, M Duration : 1 day Casting Time : 1 round Area of effect : Caster Saving Throw : None This spell gives the vampire oponents who try to stake him a -3 penality on their attack rolls. If the DM judges the staking to be an automatic success the spell as no effects. The material component of this spell is a rotting tree branch. Charming Personality OD&D Range : Self Duration : 2 rounds / level Effect : Augments vampire charm ability AD&D 2E ( Enchantment/Charm ) Range : 0 Components : V, S Duration : 2 rounds / level Casting Time : 6 Area of effect : Self Saving Throw : None This spell augments the vampire's charm power. When using this spell the vampire charm is more powerful, thus giving any victims of the charm an additional -2 penality to the saving throw of the victim. These are added no matter what is the current penality of the vampire's charm. 2cnd level Strengthen the pack OD&D Range : Self Duration : 1 + 1 round / level Effect : Increase wolves defenses AD&D 2E ( Enchantment/Charm ) Range : Self Components : V, S, M Duration : 1 + 1 round / level Casting Time : 5 Area of effect : 15 feet / level Saving Throw : None This spell is designed to help wolves under a vampire's command. This spell can only be cast upon wolves summoned/called by the vampire or which are the vampire's pets. The spell can affect up to 3d4 wovles who must remain within 15 feet / level of the vampire. If a wolf leaves the area the spell is dispelled. All wolves under this spell gain a +1 saving throws, +1 bonus to hit, +1 bonus to damage and can hit creature which can only be hit by +1 magical weapons for the duration of the spell. The material component is a drop of wolf blood which must have been collected less than a week ago. Quick Wings OD&D Range : Self Duration : 1 round + 2 round / level Effect : Augment movement rate as a bat AD&D 2E ( Enchantment/Charm ) Range : 0 Components : V, S Duration : 1 round + 2 round / level Casting Time : 4 Area of effect : Self Saving Throw : None When this spell is cast the vampire gains a 50% increase in movement rate when in bat form and flying. Thus giving him a flying movement rate of 27 under AD&D 2E rules and 270' under OD&D rules. If the vampire cast this spell, then assume bat form, then vampire form again, and then bat form another time, he will still be in the effects of this spell given that the duration has not ended. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Sat, 17 Nov 2001 21:53:15 +0100 From: Agathokles Subject: Re: New Vampire Powers, Weaknesses and Spells Gilles Leblanc wrote: > > Compatible with : OD&D, AD&D 2E > ( if you want to convert it to 3E please go ahead ) > > This is the first part of an article dealing with vampires in Mystara. Good work! Could you add some power measure for the various abilities (perhaps a cost in NWP slots)? It would be easier to gauge the strenght of non-standard vampires. -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Sat, 17 Nov 2001 19:46:21 -0800 From: The Stalker Subject: Re: About NW On Tue, 13 Nov 2001 09:37:09 +0100, Eijerzz * wrote: > I would like to know what I have to do to write an almanac about NW. > let me know. > Not sure what you mean... The almanac is a project that details the ongoing development of Mystara. If you're interested, you should contact one of the editors, Herve Musseau or Geoff Gander. Geoff is also the moderator on this mailing list, so you should attract attention easily. Or perhaps you mean a gazetteer-like creation. NW is Norwold, right? Well, I'd say just go ahead - you don't need anyone's approval for stuff you do, after all. Then again, making such a work fit with what is established, according to the dreaded canon I mean, would make such an effort useful to more people, I think. But it's your project, so nobody can tell you what to do. Try taking a look at the Vaults of Pandius for a few ideas... - The Stalker ------------------------------ Date: Sat, 17 Nov 2001 19:50:34 -0800 From: The Stalker Subject: Re: Good and Evil On Fri, 16 Nov 2001 23:31:10 +0000, Mike Harvey wrote: > Angelo Bertolli wrote: >> I don't know how helpful this is, but I always saw Morphail and MacGregor as >> sort of evil... > > !!!??? Does anyone see either of these two as NOT evil? I tend to > see most NPCs as a fuzzy neutral, but even I would have admitted that > Morphail and MacGregor are definitely evil. > > A related question: Would it make any difference in Mystara if Detect > Good and Detect Evil spells existed and could identify alignments? > Would this have any impact on the setting? I tend to think it would, > but I have to say it is hard to think of concrete examples. Are there > any plots or schemes that rely on ambiguity? > IIRC, those spells detect good or evil intent, even in those AD&D 2e rules everybody seem to dislike so much. At least, that's how I always saw them - the Black Eagle may be an evil dude, but unless he is actually planning to do nasty things to the caster, he still won't register as evil to him. That's how I play it, anyway. Know Alignment would reveal more, but I generally discourage use of the spell IMC, though it doesn't make much difference since I have abolished alignments altogether to the point where only I use them as the DM. - The Stalker ------------------------------ End of MYSTARA-L Digest - 16 Nov 2001 to 17 Nov 2001 (#2001-316) ****************************************************************