Turning

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Turning

Postby DnDChick » Tue Nov 08, 2005 4:15 pm

Here is one of my home brew tinkerings ... house-ruled sections are in italics

Purifying Light
Any evil supernatural creature must make a Will save in order to enter the area of light, and another Will save each round to remain there. A failed save means the creature cannot enter the area and must leave immediately if it is already inside it. If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect — you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect

A creature that fails the Will save by more than 10 banished. Banishment for a Fey means that it can never return to the area from whence it was banished, which includes a radius in miles equal to your adept level × 5. If this would be a lethal effect, such as for a dryad forced to leave its tree, the Fey is only banished if it fails the Will save by more than 15. Otherwise, the creature will leave the area at its quickest possible speed. Banishment for Elementals and Outsiders simply means they are sent back to their plane of origin and cannot return for 1 year. Banishment completely destroys undead, turning corporeal ones to powder and dissipating incorporeal ones.

Both uses of Purifying Light are fatiguing. You make the fatigue save after each light strike and after you stop maintaining a shining ward.
Last edited by DnDChick on Wed Nov 09, 2005 5:04 am, edited 6 times in total.
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Postby FickleGM » Tue Nov 08, 2005 5:23 pm

That is a nice conversion, so it pains me to play devil's advocate, but I would think that I can accomplish similar effects with the Heart Shaping and Suggestion powers.

Yours is a feat, instead of a power, so that is a difference. You also have the longer termed banishment/bolstering/dispelling effects.

Well done, nonetheless.
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Postby DnDChick » Tue Nov 08, 2005 5:43 pm

Good point, I hadn't considered those abilities. Heart Shaping works better for animals anyway, so I'll edit animals out of the list.

Having supernatural turning powers only affect supernatural creatures works better anyway. And besides, Heart Shapnig and Suggestion wouldn't work on undead. They are immue to mind-influencing powers.
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Postby FickleGM » Tue Nov 08, 2005 6:10 pm

DnDChick wrote:Good point, I hadn't considered those abilities. Heart Shaping works better for animals anyway, so I'll edit animals out of the list.

Having supernatural turning powers only affect supernatural creatures works better anyway. And besides, Heart Shapnig and Suggestion wouldn't work on undead. They are immue to mind-influencing powers.


Good point on the undead.
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Postby timemrick » Tue Nov 08, 2005 8:58 pm

Purifying Light isn't the same as turning, but serves a similar function against "evil supernatural creatures," with less complex rules.

Use whichever one fits your game best, of course.
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Postby DnDChick » Wed Nov 09, 2005 4:05 am

Again, I concede the point ... excellent responises, Fickle and Tim. Thanks!

Check it now. Banishment results based on the shining ward effect of purifying light. :)

This is why I am liking this game more and more as I get to know it better. The more I want to tinker and house rule, the more I realize I don't really have to do much of that at all. Any tinkering I do winds up already in the game, or is just a flavor thing rather than an inherent flaw in the rules. And it's so basic and streamlined that its easy to tinker with even when you want to change something.

Yeah ... I'm diggin' me some True20. :D
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Postby Warbringer » Wed Nov 09, 2005 10:41 am

Allowing Purifying Light to banish is too powerful, IMO.

Purifying Light is already an excellent power with two functionalities. Using rituals, a result of 10 or more is easy to achieve.

I do like the idea of banishment, so I have it as a funcition of my Bind Power.

The power Ward does the equivalent of shining ward for all creatures, so if you give shining ward a banishment rule, you may want to add it to that power as well for balance
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Postby DnDChick » Wed Nov 09, 2005 11:04 am

Warbringer wrote:Allowing Purifying Light to banish is too powerful, IMO.

Purifying Light is already an excellent power with two functionalities. Using rituals, a result of 10 or more is easy to achieve.

I do like the idea of banishment, so I have it as a funcition of my Bind Power.

The power Ward does the equivalent of shining ward for all creatures, so if you give shining ward a banishment rule, you may want to add it to that power as well for balance


I don't see any rules for ritualsor Bind or Ward being able to drive away evil supernatural creatures. All Ward does is interfere with other supernatural powers, ala dispell magic.

If those are rules in the Blue Rose book, I don't have that one.

Thanks for the positive feedback guys ... much appreciated!
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