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    Sunday, October 16, 2011

    Handedness Rules from Grand Grimoire Volume I

    Determining Magical Handedness

    Certain schools, alignments and abilities affect magical handedness, essentially the root source of your power and, in some settings, which mage protectorate you owe your powers (but not necessarily your allegiance) to. Before rolling the d20, modify your score cumulatively (add them up) as follows:

    Handedness Modifiers:

    Status: Effect on Roll: Note:

    Alignment: Chaotic Subtract 2 from your roll CE,CG,CN, Anarchist

    Alignment: Lawful Add 2 to your roll LG,LE,LN, Unprincipled

    Alignment: Good Add 1 to your roll CG,LG,NG

    Alignment: Evil Subtract 1 from your roll CE,LE,NE

    Specialist: Conj/Summon Subtract 2 from your roll

    Specialist: Divination Add 2 to your roll

    Specialist: Illusion/Phantasm Add 1 to your roll

    Specialist: Necromancy Subtract 1 from your roll

    Specialist: Elementalist Add 3 to your roll

    Specialist: Wild Magic Subtract 3 from your roll

    Specialist: Meta Mage Roll is 5+1d10 Must be partially balanced

    Character is Psionic Add 1 to your roll

    Character is Elven Add 1 to your roll

    Character is Human Subtract 1 from your roll

    WIS stat 18 or higher Add 1 to your roll

    CHR stat 18 or higher Subtract 1 from your roll

    Handedness Rolls:

    Modified Roll: (d20) “Handedness” Default MP: Modifiers:

    1 or lower Strong Left (Black or Sinister) Evil +2B, -1G, -2W

    2-5 Left (Black or Sinister) Evil +2B, -2W

    6 Balanced Left and Pure Magic N or E +2B, +1G, -2W

    7-9 Normal Pure Magic Neutral -1B, -1W, +2G

    10-11 Exceptional Balancer Neutral +1G

    12-14 Normal Pure Magic Neutral -1B, -1W, +2G

    15 Balanced Right and Pure Magic N or G +2W, +1G, -2B

    16-19 Right (White or Dexter) Good +2W, -2B

    20 or Higher Strong Right (White or Dexter) Good +2W, -1G, -2B

    Affects of Modifiers:

    +2: An additional 20% chance to learn spell of same handedness; an additional 2 spell slots of same handedness per magical level (2 extra level one spells, 2 extra level 2 spells.)

    +1: An additional 10% chance to learn spell of same handedness; an additional 1 spell slots of same handedness per magical level (1 extra level one spells, 1 extra level 2 spells.)

    -1: A 10% penalty to learn spell of opposite handedness

    -2: A 20% penalty to learn spell of opposite handedness

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