Showing posts with label fantasy africa. Show all posts
Showing posts with label fantasy africa. Show all posts

Sunday, September 23, 2018

Combat Divination for 5th Edition






Blind Warrior by Losev Fyodor

The Southlands Campaign Setting by Kobold Press is full of neat and amazing things, although one of the persistent novelties is the concept of combat divination. In short, they are new Pathfinder spells meant to reflect sixth senses of diviners who foresaw enemy actions and can react in time to them. Divination spells in the core rules are usually not of immediate use in combat, taking time to cast or more for scouting purposes, so the combat divination spells in Southlands get around that by being cast as an immediate action (or reaction interrupting the enemy's turn).

Southlands got a partial conversion to 5th Edition, but my favorite spells were absent. Fortunately they are open content, so I took the time to convert them.

Special Note: Although they may only select spells of the abjuration and evocation schools, it may be thematically appropriate to allow eldritch knights an exception in learning combat divination spells.

Combat Divination Spells by Class

Bard

1st—alter arrow's fortune, anticipate weakness, foretell distraction
2nd—anticipate attack, distraction cascade, distracting divination, seer's reaction, soothsayer's shield
3rd—avoid grievous injury, scry ambush, sudden slip, targeting foreknowledge
5th—sidestep arrow
6th—energy foreknowledge

Cleric

1st—alter arrow’s fortune, anticipate weakness, foretell distraction
2nd—anticipate attack, distraction cascade, distracting divination, insightful maneuvers, seer’s reaction, soothsayer’s shield
3rd—avoid grievous injury, scry ambush, sudden slip, targeting
foreknowledge
4th—anticipate arcana
5th—sidestep arrow
6th—energy foreknowledge

Druid

1st—alter arrow’s fortune, anticipate weakness
2nd—anticipate attack, distraction cascade, seer’s reaction, soothsayer’s shield, sudden slip
3rd—avoid grievous injury, scry ambush, targeting foreknowledge
5th—sidestep arrow
6th—energy foreknowledge

Paladin

2nd—insightful maneuvers

Ranger

1st—alter arrow's fortune, anticipate weakness, foretell distraction
2nd—anticipate attack, distraction cascade, insightful maneuvers, seer's reaction, soothsayer's shield
3rd—scry ambush, targeting foreknowledge
5th—sidestep arrow

Sorcerer

1st—alter arrow’s fortune, anticipate weakness, foretell distraction
2nd—anticipate attack, distraction cascade, distracting divination, insightful maneuvers, seer’s reaction, soothsayer’s shield
3rd—avoid grievous injury, scry ambush, sudden slip, targeting foreknowledge
4th—anticipate arcana
5th—sidestep arrow
6th—energy foreknowledge

Wizard

1st—alter arrow’s fortune, anticipate weakness, foretell distraction
2nd—anticipate attack, distraction cascade, distracting divination, insightful maneuvers, seer’s reaction, soothsayer’s shield
3rd—avoid grievous injury, scry ambush, sudden slip, targeting foreknowledge
4th—anticipate arcana
5th—sidestep arrow
6th—energy foreknowledge

Combat Divination Spells

Alter Arrow's Fortune
1st-level divination (bard, cleric, druid, ranger, sorcerer, wizard)
Casting Time: 1 reaction
Range: 120 feet
Components: S
Duration: instantaneous

You clap your hands, foreseeing how a small action on your part can set off a chain of events leading to the protection of an ally. Upon casting this spell you impart disadvantage upon a targeted creature's next ranged attack roll made this round.

Anticipate Attack
2nd-level divination (bard, cleric, druid, ranger, sorcerer, wizard)
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous

In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell you may move up to 5 feet that does not provoke opportunity attacks. You may make this move even if you used your movement speed for this turn. If this move creates enough distance between you and an attacking foe to be out of its range, it wastes its attack.

Anticipate Arcana
4th-level divination (bard, cleric, sorcerer, wizard)
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous

Your foresight gives you an instant to ready your defenses against a magical attack. When a foe has cast a spell requires a saving throw or ability check to resist, this spell grants you advantage against that specific spell's effect. This advantage dissipates as soon as you make the first roll against the spell.

Anticipate Weakness
1st-level divination (bard, cleric, druid, ranger, sorcerer, wizard)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: instantaneous

With a quick gaze into the future, you pinpoint where a gap in your foe’s defense is about to be, and then you strike. Upon casting this spell, you gain advantage on your next single attack this round.

Avoid Grievous Injury
3rd-level divination (bard, cleric, druid, sorcerer, wizard)
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: instantaneous

When a foe has successfully struck you but before it deals damage, as the attack gets through your defenses, you receive a foretelling that helps you to dodge just enough to keep the blow from being mortal. Upon casting this spell when you would suffer a critical hit, you impose disadvantage on the target's roll, effectively forcing them to reroll.

Distraction Cascade
2nd-level divination (bard, cleric, druid, ranger, sorcerer, wizard)
Casting Time: 1 reaction
Range: 60 feet
Components: V, S
Duration: instantaneous

Small actions have a ripple effect on reality, and with a flash of foresight you throw a foe off balance. Upon casting this spell, you may target one creature about to be attacked by one of your allies. That creature must succeed at a Wisdom saving throw or have the next attack by one of your allies gain advantage on their attack roll against them.

Distraction Divination
2nd-level divination (bard, cleric, sorcerer, wizard)
Casting Time: 1 reaction
Range: 60 feet
Components: V, S
Duration: instantaneous

Foresight tells you just when and how to be just distracting enough to foil an enemy spellcaster. You can interrupt a foe’s spellcasting attempt, forcing that target to make a Constitution saving throw or fail to cast the spell.

Energy Foreknowledge
6th-level divination (bard, cleric, druid, sorcerer, wizard)
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: instantaneous

As your foe’s spell fills your vision, you thank the fates that you had the foresight to prepare the proper countermeasures. You may use this spell after being targeted by an enemy’s spell that has an acid, cold, fire, lightning, or thunder descriptors, but before the results of the spell’s success or damage are known. When you cast this spell, you gain resistance against the type matching the spell targeting you.

Alternatively, if you already have an ongoing protective spell on you that has an elemental or energy component, you instead may alter that spell so its type is the same as the spell targeting you. You still gain resistance, but the change to the ongoing protective spell only lasts for the foe’s single spell, after which it reverts to the type it had when it was cast. Energy Foreknowledge's effect also only lasts for this single spell.

Foretell Distraction
1st-level divination (bard, cleric, ranger, sorcerer, wizard)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: instantaneous

Thanks to your foreknowledge, you know just when your foe will take his or her eyes off of you. Upon casting this spell you may gain advantage on any Charisma (Deception) or Dexterity (Stealth) checks to use the hide action. This bonus lasts for the rest of your turn.

Insightful Maneuvers
2nd-level divination (cleric, paladin, ranger, sorcerer, wizard)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Instantaneous

With a flash of insight, you know just how to maneuver your foe to your advantage. You gain advantage on your next Dexterity (Acrobatics) or Strength (Athletics) check.

Scry Ambush
3rd-level divination (bard, cleric, druid, ranger, sorcerer, wizard)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: instantaneous

You foresee your foe’s attack moments before it begins, giving you time to prepare yourself. You can cast this spell when you are surprised in an ambush as combat is announced but before initiative has been determined. Doing so negates the surprise for you (meaning you can take normal actions on the first turn of combat).

Seer's Reaction
2nd-level divination (bard, cleric, druid, ranger, sorcerer, wizard)
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous

Your foreknowledge allows you to act before others because you knew this was going to happen. This spell can be cast as combat is announced, but before initiative has been determined. You gain advantage on the initiative roll.

Sidestep Arrow
5th-level divination (bard, cleric, druid, ranger, sorcerer, wizard)
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous

With a sudden vision of the immediate future and a few strategic steps, you place a foe in the way of certain danger. You may cast this spell while a foe is targeting you with a ranged attack, including ranged spells, when another foe is within 10 ft. of you.

When you do so, you may move up to your normal speed within the reach of that nearby foe, putting him or her in the way of the ranged attack. Resolve the ranged attack with the nearby foe as the target instead of you.

Soothsayer's Shield
2nd-level divination (bard, cleric, druid, ranger, sorcerer, wizard)
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous

Knowing the next attack is coming before it lands gives you the chance to shift and potentially avoid ever being hit. This spell must be cast when a creature attacks you, but before the outcome of that attack is known. This spell imposes disadvantage on that specific creature's attack roll.

Sudden Slip
2nd-level divination (bard, cleric, druid, sorcerer, wizard)
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You set a series of small events in motion that cause the targeted creature to make a Wisdom saving throw or drop one held, nonmagical item. If the target is holding more than one
nonmagical item and fails a Wisdom saving throw, the item dropped is random. This spell does not affect held magical items.

Targeting Foreknowledge
3rd-level divination (bard, cleric, druid, ranger, sorcerer, wizard)
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous

Sometimes, it only takes a small shift to make an attack that much more deadly. This spell must be cast when you have already made a successful attack, but before the damage of that attack is known. The spell adds an additional 2d6 damage to your attack of a damage type identical to your attack.

Saturday, August 8, 2015

African Fantasy Artwork



Artist Unknown.  If anyone knows, please tell me via PM or the comment section

If you're a long-time reader of my blog, chances are you saw a Magic School Campaign post for Spears of the Dawn.  I am a big fan of Kevin Crawford's work, and his fantasy Africa setting is one of the retroclones I am most eager to try out at some point in gaming.  Even though I haven't found any grabbers yet, this did not keep me from gathering potential material.  Beyond maps and adventure writing, I often find that artwork is another great inspirational source.

Aside from this game and Nyambe, African fantasy in regards to the tabletop scene has been very sparse, and this extends to artwork as well.  I spent a good amount of time looking for pictures which might be appropriate for such a campaign, and ended up with 138 images.  So right here I'd like to share my findings in an Imgur album link.  I hope that people find it a useful resource, whether they're old-school or modern D&D, or using homebrew or published settings.

I'd like to note that the artwork for Spears of the Dawn is available for free on DriveThruRPG for further material.  I showcased a lot of it in my review of the RPG in this thread on GiantITP.

Saturday, February 14, 2015

Magic School Campaigns by System & Setting: Spears of the Dawn


Official Artwork by Luigi Castellani

In the venerable Three Lands, there are two kinds of magic.  The first kind is that of natural miracles, invoked by bardic loremasters known as griots and called upon by the spiritualist rites of the marabout.  There are many kinds of spirits, each controlling various aspects of reality, who can be petitioned by mortals to enact tasks on their behalf.  The art of the griot calls upon the existing social norms and customs of their culture, which are not empty rituals in this campaign setting.

The second kind of magic is known as ashe, having nothing to do with the gods, spirits, or society.  It is essential and fundamental to the make-up of the material world; ashe grants wetness to water, cunning to the wise, and heat to the fires among other things.  Those who can manipulate ashe are known as ngangas, a rare talent one can only attain through circumstances of birth rather than training and study.  Even though they're scorned in most lands, an untrained wielder of ashe can accidentally curse his or her fellow villagers, making it a necessity in most lands for local witches to train the sorcerer. This way, they can bestow their magic only on those in need of its protection and afflict the village's enemies with their powers.

The verdant southern nation of Lokossa treats the art of ashe differently; here the mages are the nobles, and claim that their powers are physical evidence of their right to rule.  In fact, the bloody rites of the Sorcerer-King and the ruling families are often all that prevents the monstrous Night Men from swarming the nation's cities and beyond.  Even commoner witches, griots, and marabout are not exempt from this, with the former being adopted into a family of high birth and the latter two inducted into one of many noble priestly societies

The Academy of Dankyira

In the village of Dankyira, a marvelous school of the same name stands.  For unknown reasons the people of this rather small village have a gift for producing folk talented in sorcery, enough that the royal Asona family could not continue the traditional master-apprentice role anymore.  To incorporate as many budding sorcerers as they can, Kusi Asona of the Red Blade traveled through the Five Kingdoms.  He bargained with the charms salesmen in the bustling marketplaces of Sokone, poured through the archives of the old imperial colleges of Nyala, listened at the feet of the olabuns of the Meru nomads, and even ventured into the dangerous Black Lands to the east.

Even for an esteemed nganga of noble ancestry, the mysteries of ashe and the ways and traditions of foreign sorcerers were too much for one soul to know, so he wrote down the most pertinent bits of lore and persuaded, charmed, and bargained with fellow mages to come to Lokossa with him.  In a mere five years the old abandoned shrine of Dankyira at the village's edge grew into a formidable center of learning.  Unbeknownst to all but Kusi and a trusted few, the shrine actually sits upon the ruins of an Eternal tombhouse, its hieroglyphs containing the blasphemous whispering of forbidden magic.  Sometimes an unknowing apprentice would feel the call below the earth, and venture into dark corners best left forgotten.

The academy's former inhabitants are far from the only dangers.  Enemies and rivals of the Asona family worry at the increased number of sorcerers (both nganga and marabout) being trained and inducted in Dankyira; the fact that a few such apprentices are from foreign lands only fuels rumors about the family hiring outside mercenaries for territorial expansions.  They petition the Ahonsu, the Sorcerer-King, to do something about this seeming threat.  For now Lokossa's ruler tolerates the Academy as it brings many ample bodies to the war lines holding back the Night Men.  And that's not counting the cliquish conflicts between Dankyira's students who are noble-born, those who were once commoners, and those completely foreign to Lokossa's lands.

Although Dankyira's academy focuses primarily on knowledge of magic, the Asona hierarchs are not above using the apprentices for their own ends.  As part of a 'course' to demonstrate their supernatural aptitude, a teacher might send off a few pupils to take care of a distant village's zombie problem to gain favors and 'gifts' from the chieftain.  Or they might be sent out into the bush to a rumored spot of great power so that they can harvest the arcane energies dwelling there.  Those who do well enough on tests might be summoned on an annual visit to the capital of Kaeati, where the masked faces of the Ahonsu's court silently watch and judge the "exemplary village mages" and the Asona family by extension.

Mechanical Considerations

Unlike many other retro-clones, three of the four classes in Spears of the Dawn possess spellcasting capability, even if many of the griot's songs are more the manifestation of worldly knowledge and skill than outright magic.  Only the Warrior class is the outlier, which actually can represent thieves and any adventurer who relies upon their own wits and skill instead of external magics.  Without a Warrior, the party will not have the physical staying power or diverse skill-set possessed by the class (Athletics, Stealth, and Tactics are class skills only for the Warrior).  However, certain choices and builds can make up for this.  The War sphere of the marabout can grant access to some good offensive magic when in the thick of combat; the Passion sphere can also make for a good party face if nobody's playing a griot.  All three of the classes have the Scholar skill, while the griot's "remembering" songs can reveal important lore about the world.  Certain PC origins can bolster non-class skills, and when taken in conjunction with the "any one skill" bonus skill for each class can help save some skill points down the line.

It's also inevitable that nganga PCs will share learned spells with each other, making them otherwise more versatile and thus powerful than in other kinds of campaigns.  This should not be discouraged, primarily due to the long learning time (one week per spell level), and for the difficulties inherent in gaining enough favor and trust to learn higher arts from the teachers.

Even though they are teachers, the seniors at Dankyira Academy are still first and foremost interested in making sure that their pupils will not turn against them in the future, and many favors, chores, ethics and loyalty tests, and giving of occult connections (fingernails clipping, lock of hair, etc) are required before the teaching of a new spell can begin.  PC students with a knack for getting into mischief or disagreeing with a teacher too much might find their progress halted, or sent on a dangerous quest in the hopes of them not coming back.  On the other hand, Dankyira does its best to foster a sense of belonging in the students who act admirably, granting them food and shelter at the least and participation in local ceremonies and holidays.  This works particularly well on foreign ngangas, who would otherwise be pushed to the outlying of society, visited rarely except for when the community needs their powers to lift a curse or lift a sickness.

Due to Spears of the Dawn being a sandbox game, it's understandable that a location-centric school campaign under strict tutors might be initially hard to accept adjustment-wise.  Instead of treating the school like a prison and forcing them to stay, give the PCs incentives to stay.  It is a pre-eminent center of learning the Three Lands, and they can gradually build a network of sympathetic allies among the teachers and student body who will mostly treat them well if they don't act like jerks.  Additionally, allow the PCs the opportunity to perform adventures beyond the village and academy like in the aforementioned 'tests' listed above.

Instead of adhering to a main plotline or quest, write up a few sidequest ideas to toss as adventure hooks to the PCs and let them handle the tasks in any order they wish, picking and choosing what interests them.  Be sure to play upon their existing interests and relationships to spur their motivation, and if all else fails you can always have a good old-fashioned dungeon crawl in the Eternal catacombs beneath the school!

And should the PCs wish to end their time at the Academy and head off into the wider world in search of adventure and more arcane power, let them!  The Asona family might not be very happy, and might send agents to 'encourage' them to return, but that can be a great adventure seed in an of itself.  At this point the campaign becomes more like a typical Spears of the Dawn game, but instead of belonging to an order of folk heroes and undead-slayers they're a party of fresh-faced yet formidable mages traveling the land.