|
Below Is General
Information On Normune, Ranging From The Population, To What The "General
Annoyance" Is.
For Country Specific
Info, Please Follow The Links At The Bottom Of This Page.
Population:
Human
Population: Estimated At 1.75 million.
Elvish
Population: Estimated At 1.45 million.
Dwarf
Population: Estimated At 0.95 million.
Halfling
Population: Estimated At 0.64 million.
Gnome
Population: Estimated at 0.44 million.
Magic Vs.
Non-Magic
Within this
world, Magic rules almost all. Whether it be divine magic, or arcane magic, it
does not matter, however those two types are very much
separated. When going to a supply store, you are more likely to find magical
items than non-magical. For instance, if you go to a
healers shop in, say, The Imperium where Arcane magic is prominent, you would
find healing potions rather than bandages or healers kits.
Also, smiths will sell you primarily magical weapons or armour rather than
normal items. If you wish a normal item, you most often
have to special order it.
The General
Nuisance
This is what my DM likes to say
when he refers to the most commonly encountered (and commonly weakest) monster
in the world. In Normune's Case, and because it is primarily magical in nature,
Imps and Memphits are the general nuisance in this case.
The Gods Of
Normune
There are
twelve Demi-Gods of Normune, each having its own portfolio and following a
different alignment. There are only four "evil" gods out of the 12, as
the Creator that made this Creation Plane was Good and made the evil gods only
out of balance.
The Calendars Of Normune
The
Nations Of Normune
The
Nodokrian Nation
The
Glorian State
The
Imperium
The
Solanium Republic
The Great
Desert
The
Forgotten Lands
Additional Spells
Here are some spells that have
been made and can be implemented in Normune or other campaigns.
Power Word, Annoy
Conjuration (Creation) (Illusion)
Level: Sor/Wiz 9, War 9
Components: V
Casting Time: One Action
Range: Close. (25ft + 5ft./2 lvls)
Target Or Area: One Living Creature Or One Or More Creatures With in a 15 ft.
Sphere radius.
Duration: See text
Saving Throw: None
Spell Resistance: No
Power Word, Annoy does just that, Annoy.
When the spell is uttered, an illusion is placed upon the target. The Target is
annoyed with a thorn in the side, a mosquito flying near the ear (sound only)
and a pebble in the shoe. No matter what the target does, he/she cannot be rid
of the annoyances. If the target empties his/her shoe for instance, a pebble
will fall out, but as soon as they put on the shoe, the pebble is back inside.
(the effect is carried over should the target change shoes). The spell is
permanent in the way that it cannot be dispelled. However, after two years, the
thorn in the side disappears, an additional two and the mosquito is gone, and a
final two and the rock is gone. Should this spell be cast upon a magic caster
(divine or otherwise) the caster must roll a modified concentration check (no
modifiers are applied, magical or otherwise) with a DC of 10 every time he casts
a spell. Should he fail, the spell is interrupted and useless. Should he
succeed, the spell is cast successfully. As time progresses, the DC drops, every
two years when one of the effects wears off, the DC is lowered by 3, when the
final effect is gone, the check is no longer required and the caster can cast
all spells normally.
Should the spell be cast in the 15ft. sphere radius option, only three targets
within the sphere can be effected, each receiving one of the annoyances at
random (aka the DMs discursion) Should there only be two in the sphere, a check
charisma is rolled with a DC of 15. Whom ever fails the check receives the
additional annoyance. Should they both succeed, the caster of the Power Word
receives the remaining effect.
Creators of Power Word Annoy are: Bram
Hermsen & Cody Vigue
Tickle
Illusion
Level: Sor/Wis 5
Components: V, M
Casting Time: 1 action
Range: Close. (20ft + 2ft every three levels)
Target Or Area: One Living Creature
Duration: Remainder Of Battle
Saving Throw: Will negates
Spell Resistance: Yes
Tickle is just that. It creates the
illusion & feeling that the target is being tickled by a feather in their most
ticklish spot. Should the Will save be made (DC 16 + one-half caster lvl +
casters intel modifier.) the target shrugs off the effect for the remainder of
that round. The target must make the will save every round with the DC
increasing by 1 each time. Should he now fail, the target is now unable to fight
and drops to the ground laughing. The target is now unable to fight, and should
he be attacked, his AC is cut in half (round up) and the attack roll is made
from there either hitting or missing. Should it hit, add 3 points of damage.
Also, once the target is on the ground laughing, he must make a Concentration
check (DC 16 + 1 (or more) from previous round successes + one half caster lvl +
caster intel modifier.) Should the target fail in any of these the DC increases
by 2 each round. Dispel can be used and should it be successful (standard dispel
DC of 11 + spells caster lvl) the effects wear off the next round the target
has.
Components are a feather from any bird.
Creator of Tickle is: Bram Hermsen
I'm A Distraction
Illusion
Level: Sor/Wiz 6, Dru 5
Components: V, M
Casting Time: 1 Second
Range: 30 ft
Duration: Two Rounds +1 round per 2 levels of the caster.
Saving Throw: Will Negates, Fort negates (see text)
Spell Resistance: N/A
Casting I'm A Distraction conjures forth
an illusionary jester that continuously bounces up and down, flailing his arms
and yelling "I'm a distraction" for the duration of the spell. Every PC (on the
casters side or not) is effected and each must make a will save to not be
enthralled by the jester (except the caster). (DC 10 + intel modifier)
Should the target fail, they are enthralled by the jester and stare at it,
stopping what they are doing (casting spell or otherwise). If they succeed, they
continue what they were doing as if the Jester were not even there. This spell
can be dispelled by normal means and should it be, the people that were under
it's effect continue what they were doing as if not interrupted (except spell
casters. There spell has been interrupted and lost. To the caster it is
perceived that they simply failed in their casting) Additionally, when the
duration of the spell runs out or at the direction of the caster, the illusion
of the Jester instantly morphs into a massive Couatl (see monster manual). When
this happens, any character under the Jesters effect must make a fortitude save
(DC 10 + one half casters level + casters intel modifier) or take 1d8 psionic
damage. (should this spell be dispelled, this effect does not happen, the jester
just disappears in a flash of light)
Creator of I'm A Distraction is: Bram
Hermsen
|