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Marc_du_Temple

May 15, 2024, 09:31:38 PM
Thhank you all. Just read an artcle on medieval color theory to make sure I get my FS guy's color scheme thematically appropriate.
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#1
Forgotten Shadows / Re: Deryni Magic Rules
Last post by Bynw - May 15, 2024, 09:25:59 PM
Deryni Master

With this Trait, all of the power rolls are now at Advantage for this Deryni Mage. What can you achieve? It is limited by your imagination and what the GM will allow.
#2
Forgotten Shadows / Re: Deryni Magic Rules
Last post by Bynw - May 15, 2024, 09:15:20 PM
Ritual Magic

This branch of Deryni power is complex. Rituals can be created for a host of different things. Among them are any of the advanced spells such as Scrying or Weather Magic. Also it can be used for a Awakening Power in a Human. (Which is it's own Trait as well.)

Rituals usually need more than one participant but not always as most often there is a large amount of energy required for the working.

A character's known rituals can be added to their character sheet.
#3
Forgotten Shadows / Re: Deryni Magic Rules
Last post by Bynw - May 14, 2024, 03:19:09 PM
Quote from: Laurna on May 14, 2024, 03:01:13 PMI thought that Weather Control requires higher training than Spell Trained.  Or at least it is a subset spell that must be learned separately and perhaps is a guarded specialty that only some know. Thinking it would fall in a similar category as Portal making.

Any of those advanced type of spells. Scrying, weather magic, ect and more can be done better within the context of a Ritual. Portal making is generally done via Ritual due to the amount of energy required to make a Portal. But it is presumed that Camber, alone, made his moving Portal without assistance so it is possible.
#4
Forgotten Shadows / Re: Deryni Magic Rules
Last post by Laurna - May 14, 2024, 03:01:13 PM
I thought that Weather Control requires higher training than Spell Trained.  Or at least it is a subset spell that must be learned separately and perhaps is a guarded specialty that only some know. Thinking it would fall in a similar category as Portal making.
#5
Forgotten Shadows / Re: Deryni Magic Rules
Last post by Bynw - May 14, 2024, 02:05:03 PM
Spell-Trained. Generally the best most Deryni will ever reach and it has a lot of abilities associated with it. This is a fully-trained Deryni. A Human can take this Trait but it only will given them insight and information about Deryni powers and abilities. Nothing more.

Once a Deryni is Spell-Trained. Their previous rolls at Disadvantage become Standard rolls. Thus all their Power Trait abilities are now Standard rolls as is Telekinesis if they have it as Trait.

Spell-Trained allows a Deryni to:
  • Banish Fatigue on themselves or others
  • Allows the Deryni to control someone else's body
  • They are fully able to Mind Control and produce control triggers
  • Death Reading a recently deceased person
  • Memory Assumption and Integration
  • Able to Preserve the recently deceased (Healer Trait required)
  • Scrying
  • Able to use Sympathetic Magic, such as weather control
  • Heart Stopping (Telekinesis Trait required)
  • Able to learn advanced Spells


#6
Forgotten Shadows / Re: Deryni Magic Rules
Last post by Bynw - May 14, 2024, 12:43:18 PM
Telekinesis, this Trait allows the Deryni to move objects with their mind. These are small objects. A Deryni cannot move a mountain or an extremely large object without help from others. Generally the object cannot be any heavier than something they could lift with brute strength. Like Power, this is rolled at Disadvantage.
#7
Forgotten Shadows / Re: FS Character Traits
Last post by Jerusha - May 14, 2024, 12:02:20 PM
So I am a bit confused. Can my character keep the trait of Protective, or do I need to find another or similar trait?  Protective kind of suits her.

#8
Forgotten Shadows / Re: Deryni Magic Rules
Last post by Bynw - May 14, 2024, 10:51:05 AM
All Deryni abilities are rolled with Disadvantage, at least in the beginning, unless they state otherwise.

Power is the primary Trait that controls all other Deryni Traits. Without Power, a Deryni is just a human without any special abilities of their Heritage.

Power allows a Deryni to do a number of things:
  • They can control their own body
  • They can cast about with their mind and extend their senses
  • They can read the surface thoughts of others
  • They can use Mind-Speech and Rapport
  • They can use Shields
  • They can Truth-Read
  • They can use basic utility spells such as Flame Conjuring, Handfire, basic Warding, and even use basic raw attacks, they can attune objects, and activate magical items.

Again, these all start out at Disadvantage. Although some things may be hard requiring a 6 to be rolled while other things maybe easy requiring a 4+ to be rolled.
Touch or line-of-sight is often required for these abilities.
#9
Forgotten Shadows / Re: FS Character Traits
Last post by Bynw - May 13, 2024, 01:35:13 PM
Animal Empathy is just a renamed Beastspeaker. But is not needed for the Deryni as any Deryni power can be used on an Amimal.
Dark Fighter is just a renamed Blind-Fighter.

Additional Weapon Mastery is OK to keep.
Additional Weapon Proficiency is OK to keep.

Ecologist is similar to Dungeoneer or Survivalist.

Fortunate and Protective have similar Traits already listed.

Born of Stone, Predator's Sense, and Vocal Mimicry are out.
#10
Forgotten Shadows / Re: FS Deryni Shields
Last post by Laurna - May 13, 2024, 12:53:10 PM
Bynw I think you could change this topic heading to Game rules of Deryni Magic.

Then add your other post on Deryni magic Fatigue to this topic.

That way all magic rules can be found more easily.

Thanks